LotR - 5e - Rules Summary
LotR - 5e - Rules Summary
COMBAT BASICS
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Types of Main Actions Attack Actions
You can choose one of the following options as your Action: For an attack to successfully hit a target, the attack roll must
meet or exceed the target's Armor Class (AC). An attack is
Make an Attack
made by doing the following:
Cast a spell Choose a target: Pick a target within your attack's range.
Dash Determine modifiers: The DM determines cover,
Disengage advantage or disadvantage, etc. Spells and other abilities
Dodge may affect attacks against the target as well.
Help Attempt the attack: Make an attack roll (d20 + your
Hide weapon's attack bonus). On hit, roll damage and apply any
Search applicable effects of the attack.
Use an object
You have 6 ability scores: Strength, Dexterity, Constitution, Your proficiency bonus is determined by your total character
Intelligence, Wisdom, and Charisma. Your abilities, skills, and level. See your class leveling table to find your proficiency
combat prowess are dependent on these scores. Generate a bonus.
stat block with the following steps: Mark down all of your proficiencies given by your Class,
Race, and Background. These include saving throws, skills,
Roll 4d6, drop the lowest number, and record the resulting equipment, tools, and language proficiencies.
total number.
Do this a total of 6 times.
Assign these numbers to your ability scores as you see fit,
adding any racial bonuses that apply. You’ll want to put the You will be told to roll a saving throw when you are trying to
highest numbers in the scores that your class depends on resist an effect. Your bonus to saving throws is equal to the
most. respective ability modifier.
If you are proficient in a saving throw, you also add your
If you want to save time or don’t like the idea of randomly proficiency bonus on top of the ability modifier.
determining ability scores, you can use the following scores
instead: 15, 14, 13, 12, 10, 8.
Your ability scores are used to determine your ability
modifier, which is used to calculate various bonuses. See the Each skill is tied to a specific ability score. Your bonus for that
following table to determine your modifier from your ability skill is equal to its respective ability modifier.
score. Your starting ability scores cap at 20. If you are proficient in that skill, you also add your
proficiency bonus on top of the ability modifier.
Ability Score Modifier To calculate Passive Wisdom (Perception), add your total
Perception bonus + 10.
1 5
23 4
45 3 Equipment bonuses are calculated in Step 4 of this guide.
If you are proficient with a particular set of tools, you simply
67 2 add your proficiency bonus to any check made with that tool.
89 1 You are NOT required to have proficiency in a set of tools to
use them. However, you ARE required to have proficiency with
1011 +0
tools that craft items, such as the Herbalism Kit. This will be
1213 +1 listed in the tool's description.
1415 +2
1617 +3
Your Race and Background will list which langagues you
1819 +4 know. By default, you can speak and write these languages
2021 +5 unless stated otherwise.
Standard Languages
Westron
Sindarin • Dunlendish
Hit Dice & Hit Points Dalish • Easterling
Each class has a different Hit Die with determines their Hit Rohirric
Points. See your class description to find this information and Haradric
how to calculate hit points. You gain one hit dice for each level Losoth
you gain in that class. For example: A 3rd level Cleric would Orkish
have 3d8 total hit dice. Anduin
Primarily, hit dice are used to heal during a short rest. You Tongue
regain half your total hit dice back after a long rest. Exotic Languages
Adûnaic
Initiative Black Speech
Your Initiative bonus is equal to your DEX modifier. This is Old Entish
added to a d20 roll to determine your place in the combat Khuzdul
order. Quenya
Silvan
Drúadan
Beast Speech
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1/17/2019 5e Character Creation | GM Binder
(PHB pg. 148) Choose equipment from the starter equipment Each class has their own set of abilities gained on level-up.
listed for your class. See below for an example. See your class leveling table for everything you have access to
at your current level.
Cleric Equipment
(a) a mace, or (b) a warhammer (if proficient) Every class has subclasses to choose from which allow for
(a) scale mail, or (b) leather armor, or (c) chain
mail (if proficient)
further character customization. Clerics have domains, Bards
(a) a light crossbow and 20 bolts, or (b) any have colleges, Rogues have archetypes, etc. Plan ahead for
simple weapon which subclass you would like to take once you reach that
(a) priest's pack, or (b) an explorer's pack level. Don't forget to note these abilities on your sheet when
A shield and a holy symbol you level up!
The cleric chose the following equipment: Mace,
Chain mail, Light Crossbow and 20 bolts, Explorer's
Pack, Shield, and Holy Symbol. Some classes have spellcasting as a class feature. Every
spellcasting class has their own casting rules, so be sure to be
familiar with whichever you choose.
Spellcasting Modifier
Armor
The ability modifier used to calculate your spell bonuses.
Armor determines your Armor Class (AC). If you are not
wearing armor, your AC = 10 + DEX modifier.
If you are wearing armor, you follow the rules listed for that Spell Save DC
armor. For example: Leather armor gives you an AC of 11 + Some spells require the target to make a saving throw in order
DEX modifer, while chain mail gives you a flat AC of 16. You to take effect. They make the save against your spell save DC,
should only wear armor if you are proficient with it. Non- which your class tells you how to calculate.
proficient armor imposes penalties on your character.
Weapons Spell Attack Bonus
You can wield any weapon you wish, but you receive extra Some spells will tell you to make a melee spell attack or a
bonuses if you are proficient with that weapon. ranged spell attack. Treat this as if you were making a weapon
attack by making a d20 roll + your spell attack bonus against
the target's AC.
Attack Bonus
Add this number to a d20 roll to see if your attack hits the All of the same rules apply as if you were making a weapon
target. If you are proficient with a weapon, your Attack Bonus attack (e.g. A ranged spell attack against a proned target would
with that weapon = proficiency bonus + ability modifier. have disadvantage).
If you are NOT proficient with a weapon, you ONLY add the
relevant ability modifier to your Attack Bonus.
If the weapon has the Thrown property, you use the same
ability modifier you would use to make a melee attack with the
weapon.
Weapon Damage
When you confirm a hit on a target, roll how much damage you
deal. Each weapon has a different damage die. Add the
weapon's relevant ability modifer to damage.
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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.