2847738-2021 0508 Roscos Tiny Toolbox
2847738-2021 0508 Roscos Tiny Toolbox
2847738-2021 0508 Roscos Tiny Toolbox
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TABLE OF CONTENTS
Table of Contents................................................................... 1
Credits .................................................................................... 1
Quick Reference .................................................................... 2
Actions ...................................................................................... 2
Concentration .......................................................................... 2
Cover .......................................................................................... 2
Difficult Terrain ...................................................................... 2
Falling Damage ....................................................................... 2
Fire ............................................................................................. 2
Passive Perception .................................................................. 2
Spell Save DC and Attack Modifier ...................................... 2
Conditions ................................................................................ 2
Making Non-Player Characters .......................................... 3
1. Name .......................................................................................3
2. Attitude and Appearance ...................................................3
3. Race .........................................................................................3
4. Background and Occupation .............................................3
5. Ability Scores ........................................................................3
6. Hit Points and Armor Class ...............................................3
7. Weapons ............................................................................... 4
8. Proficient Skills ................................................................... 4
9. Items Carried ....................................................................... 4
10. Spells ................................................................................... 4
CREDITS
NPC Character Sheet ................................................................ 5
Rosco’s Bag of Loot .............................................................. 6
Making Loot .............................................................................. 6
Making Magic Items ................................................................ 6
Big thanks to Laura Hirsbrunner for this fantastic D&D MS Word
Magical Effects ......................................................................... 7
template! Also, thank you to whoever made the list of all spells
Spells on Magic Items ............................................................. 8
with both source and source page number, which I’ve gone and
Rosco’s Trusty Travel Guide ............................................... 11 lost again.
Running a Travel Sequence ................................................... 11
Designer: Liam O’Reilly McRae
Generic Encounter Table ....................................................... 11
Proofreaders: The Quarenteam writing workshop and the people
Travel Encounter Sheet.......................................................... 12
of r/DnD5e
Cover Illustrator: Liam O’Reilly McRae
Template: Dungeon Masters Guild Simple Microsoft Word
LINK TO STANDALONE TOOLS Template by Laura Hirsbrunner, adapted
https://www.dmsguild.com/product/311458/Simple-5E-
Rosco’s Tiny Toolbox can be purchased from the Dungeon
Masters Guild at the link below (PWYW). In addition to a PDF copy Microsoft-Word-Template--Beginners-Guide
of Rosco’s Tiny Toolbox, the download package includes the
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms,
following standalone items:
Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the
• PDF of the Quick Reference sheet Coast product names, and their respective logos are trademarks of Wizards of
• PDF of Making Non-Player Characters the Coast in the USA and other countries.
• PDF of Rosco's Bag of Loot
• PDF of Rosco's Trusty Travel Guide This work contains material that is copyright Wizards of the Coast and/or other
authors. Such material is used with permission under the Community Content
• Fillable PDF of the NPC Character Sheet Agreement for Dungeon Masters Guild.
• Fillable PDF of the Terrain Encounter Sheet
• Microsoft Excel version of the Terrain Encounter All other original material in this work is copyright 2021 by Liam O’Reilly McRae
Sheet and published under the Community Content Agreement for Dungeon Masters
Guild.
https://www.dmsguild.com/product/356633/Roscos-Tiny-
Toolbox
1
QUICK REFERENCE CONDITIONS
Condition Effect
FIRE
Disadvantage on Dexterity saving throws
Those attacking you have advantage
Fire deals 1d6 fire damage per round per 5 ft square of
Cannot take actions or reactions (incapacitated)
flame. Fires go out after 1 minute without additional fuel Stunned
Cannot move, can speak only falteringly
CHARACTERS
Choose a race for the character. You may use the table
below to choose a race, either by rolling a die or choosing
directly from the list. You can also get creative: Ugorf could
be a talking ring, or a tree.
This template can be used to develop non-player
characters (NPCs). Creating an NPC can be a slow and NPC R ACES T ABLE
meticulous process, or it can happen on the fly. Most NPCs
1d10 Race 1d10 Contd. Race
may only require Steps 1-4.
Use the NPC Reference Table to scale an NPC for their 1 Dwarf 6 Gnome
role in the game. Use the NPC Character Sheet to track an 2 Elf 7 Half-Elf
NPC’s information as it develops.
3 Halfling 8 Half-Orc
5. ABILITY SCORES
be a burly dwarf, or a bumbling human. Or they may be a
skilled halfling painter, despite what one might expect
from a name like Ugorf. Choose ability scores based on the type of character you
You may use the table below to create a name. Roll 1d12 want to make. For example, a strong, sturdy blacksmith
to identify the beginning letters and 1d12 to identify the may have the following statistics:
ending letters. For example, “Ug” and “orf” make STR DEX CON INT WIS CHA
“Ugorf.” The “masculine” and “feminine” categories can 14 (+2) 10 (+0) 14 (+2) 11 (+0) 11 (+0) 12 (+1)
be mixed and matched, or otherwise ignored.
For any ability, a score of 10 is considered average for
S AMPLE N AME C REATION T ABLE everyday townsfolk. An individual with an ability score of
More Masculine Names More Feminine Names 14 or above is highly gifted in that area. Spellcasters will
generally have higher Intelligence or Wisdom. Bards and
1d12 Roll 1 Roll 2 1d12 Roll 1 Roll 2
nobles generally have high Charisma. Fighters and other
1 Ug orf 1 Minn an martial characters generally have higher Strength,
2 Melf el 2 Tinn ala Dexterity, or both.
3
7. WEAPONS 8. PROFICIENT SKILLS
Choose a weapon for the character if they use one. The Refer to the NPC Reference Table for the number of skills
character is proficient in the use of that weapon. in which the character is proficient. Write down that many
You may use the tables below to choose a weapon or skills on the NPC sheet. When the NPC makes a roll in that
refer to page 149 in the Player’s Handbook. skill, add their proficiency bonus to the roll.
4
NPC CHARACTER SHEET
5
ROSCO’S BAG OF LOOT MAKING MAGIC ITEMS
To create a magic item, use the tables below. Begin with
the Type of Item Table, rolling 1d4. On a roll of 2, for
This tool is for creating treasure hoards and magic items.
example, the magic item will be a piece of clothing or
You may use these tables on the fly during play, or in
armor. Roll 1d10 to decide whether the item is an amulet,
between sessions to create loot, chests, and items to be
ring, circlet, etc. If the item is a weapon or piece of armor,
grabbed as needed during the game.
it is better to choose a type with which players are skilled
MAKING LOOT
(spear, rapier, etc.), rather than choosing at random.
Once you have decided the type of item, roll on the
Choose what size hoard you need, referring to the Making appropriate Magical Effects table. For a longsword, for
Loot table below. For example, a farmer’s hut may contain example, use the Tool or Weapon Effects table. For an
a Small hoard. A lich’s castle may contain a Grand hoard. amulet, use the Clothes, Armor, or Potion Effects table.
Then use the General Loot Table to create that many items. You may always choose off of a table instead of rolling.
For a Small hoard, for example, roll 1d10 to create one item
and 1d10+10 to create a second item. Use the Making Magic FITTINGS
Items section to create potions and magic items. Fittings can be applied to other items by a skilled artisan,
For each item, devise the aesthetic details based on the or by a player at the discretion of the DM. For tool or
setting. On a roll of 10 for example, art objects worth 50 gp, weapon fittings, use the Tool or Weapon Effects table to
the item may be a twisted candelabra, or a fine gold vase, decide what magical property it provides. For clothes or
depending on where it was discovered. armor fittings, use the Clothes, Armor, or Potion table.
Any roll that does not feel right for the item or setting
may be re-rolled or chosen from the table instead. POTIONS
Potions work like any other magic item except they are
M AKING L OOT : R OLLS ON THE G ENERAL L OOT T ABLE single use, taking effect on consumption. Refer to the
Size of 1d10 1d10+10 Magical Effects Reference Table for a potion’s duration.
Hoard Examples Rolls* Rolls* T YPE OF I TEM T ABLE
Small NPC’s pockets, NPC’s desk 1 1 1d4 Type of Item
Medium Treasure chest, NPC’s quarters 2 2 1 Tool or Weapon (roll 1d4)
Large Monster’s lair, pirates’ hoard 4 4 1 Weapon – melee
Grand Dragon’s hoard, lich’s sanctum 6+ 6+ 2 Weapon – ranged
* For low-level campaigns, roll 1d8 and 1d8+10 instead 3 Wand (three charges, recharges on long rest, see
Spells on Magic Items)
G ENERAL L OOT T ABLE
4 Staff (three charges, recharges on long rest, see
Roll Item Type Value Spells on Magic Items)
1 Booby-Trapped Roll 1d20 -- 2 Clothes or Armor (roll 1d10)
2 Goods Alchemy or crafting material 10 gp 1 Armor – heavy
3 Goods Alchemy or crafting material 100 gp 2 Armor – light
4 Goods Textiles, skins, or furs 20 gp 3 Armor – shield
5 Goods Textiles, skins, or furs 200 gp 4 Amulet
6 Book -- 30 gp 5 Boots
7 Book -- 300 gp 6 Circlet
8 Jewels -- 40 gp 7 Cloak
9 Jewels -- 400 gp 8 Earring
10 Art Objects -- 50 gp 9 Gloves
11 Art Objects -- 500 gp 10 Ring
12 Story-Related Roll 1d20 -- 3 Fitting – Tool or Weapon (roll 1d4)
13 Potion** Uncommon -- 1 Plate
14 Potion** Rare -- 2 Rivet
15 Potion** Very Rare -- 3 Bauble
16 Chest Roll 1d20 three times -- 4 Wrap
17 Magic Item** Minor -- 4 Fitting – Clothes or Armor (roll 1d4)
18 Magic item** Uncommon -- 1 Plate
19 Magic Item** Rare -- 2 Rivet
20 Magic Item** Very Rare -- 3 Bauble
** Use the Making Magic Items section to create an item 4 Fringe
6
MAGICAL EFFECTS C LOTHES , ARMOR , OR POTION E FFECTS
Use the following tables to decide what a particular magic 1d12 Magical Effect
item does. For example, if the item is a weapon like a
1 Animated (carrying capacity = Save DC x 5 lbs.)
sword or staff, roll 1d6 on the Tool or Weapon Effects table.
On a roll of 4, Extra Damage, roll 1d10 to decide whether 2 AC bonus
the damage is acid damage, cold damage, fire damage, etc. 3 Spell save DC bonus
For low-level campaigns, you may choose to roll smaller
4 Class or racial ability save DC bonus
dice to develop less powerful items.
Use the Magic Effects Reference Table for specific 5 Spell slot bonus (see Spell Level maximum for slot levels)
information like damage dice, bonuses, save DC, and value. 6 Ability score bonus (roll 1d6)
For example, if an effect says, “AC bonus,” the bonus is
1 Strength
the number in the Bonus column for that rarity of item. An
Uncommon item provides a +1 bonus. 2 Dexterity
3 Constitution
MINOR MAGIC ITEMS 4 Intelligence
For magic items of Minor rarity, create a minor magical
effect instead of using the effects tables. For example, a 5 Wisdom
minor magic circlet may glow bright blue within 100 feet of 6 Charisma
water. A minor magic bow may call its arrows out of thin
7 Cast a cantrip as an action (see Spells on Magic Items)
air. Alternatively, roll on the What Minor Properties Does
It Have? table on page 143 of the Dungeon Master’s Guide. 8 Cast a spell as an action (two charges, recharges on long
rest, see Spells on Magic Items)
M AGICAL E FFECTS R EFERENCE T ABLE
9 Keyword ability (roll 1d6)
Dmg. Spell
1 Water breathing
Rarity Bonus Dice Level DC Potion Value
2 Swimming speed +(Bonus x 20) ft
Minor -- -- -- -- 1 min. 50-100 gp
3 Spider climb +(Bonus x 10) ft
Uncommon +1 1d6 1st-2nd 10 1 min. 200-600 gp
4 Blindsight +(Bonus x 20) ft
Rare +2 1d8 3rd-4th 15 1 hour 2k-6k gp
5 Walking speed +(Bonus x 10) ft
Very Rare +3 1d10 5-6th 20 1 day 10k-15k gp
6 Invisibility
Legendary +4 1d12 7th-9th 25 1 week 20k-60k gp
10 Damage resistance (roll 1d6)
T OOL OR W EAPON E FFECTS 1 Fire and cold
1d6 Magical Effect 2 Lightning and thunder
1 Range bonus (Bonus x 5 ft melee, Save DC x 2 ft ranged) 3 Poison and acid
2 Pushes the target X feet on a failed Con save (X = Save DC) 4 Psychic and force
3 Inflicts damage on a hit (roll 1d10) 5 Radiant and necrotic
1 Acid 6 Bludgeoning, slashing, and piercing
2 Cold 11 Bonus to skill rolls (roll 1d10)
3 Fire 1 Animal Handling and Nature rolls
4 Force 2 Medicine and Survival rolls
5 Lightning 3 Arcana and Religion rolls
6 Thunder 4 Insight and History rolls
7 Necrotic 5 Performance and Intimidation rolls
8 Poison 6 Persuasion and Deception rolls
9 Psychic 7 Stealth and Sleight of Hand rolls
10 Radiant 8 Athletics and Acrobatics rolls
4 Inflicts condition on a hit (roll 1d6) 9 Perception and Investigation rolls
1 Grappled (Strength Save) 10 Attack Rolls
2 Stunned (Wisdom Save) 12 Bonus action (roll 1d6) (very rare item)
3 Prone (Dexterity Save) 1 Help or Ready
4 Paralyzed (Constitution Save) 2 Search or Use an Object
5 Charmed (Wisdom Save) 3 Dodge or Hide
6 Unconscious (Wisdom Save) 4 Dash or Disengage
5 Bonus to attack rolls 5 Attack
6 Extra attack as a bonus action (very rare item) 6 Cast a Spell (two charges, recharges on long rest)
7
SPELLS ON MAGIC ITEMS 1 ST -L EVEL S PELLS ON I TEMS
Some items, like wands, grant the ability to cast a spell as Roll Name School PHB Ref.
an action. Use the Magical Effects Reference Table to
1 Charm Person Enchantment Pg. 221
decide what level of spell the item may cast. An item of
Uncommon rarity, for example, can provide a spell of 1 st, 2 Command Enchantment Pg. 223
2nd, or 3rd level. Then roll on the corresponding Spells on 3 Comprehend Languages Divination Pg. 224
Items table. For example, to create a ring that allows the
4 Cure Wounds Evocation Pg. 230
wearer to cast a 2nd-level spell, roll 1d20 on the 2 nd-Level
Spells on Items table to identify the spell the ring provides. 5 Detect Evil and Good Divination Pg. 231
You may allow an item to cast one of several different 6 Detect Magic Divination Pg. 231
spells, rather than just one spell. One option is to choose 7 Disguise Self Illusion Pg. 233
one spell from each level that the item can cast. For
8 Entangle Conjuration Pg. 238
example, for a Rare magic ring, roll 1d20 on each of the 4 th,
5th, and 6 th-level spell tables. The ring allows the wearer to 9 Expeditious Retreat Transmutation Pg. 238
cast any of those three resulting spells as an action. 10 Faerie Fire Evocation Pg. 239
As always, results that do not feel right for an item may
11 Fog Cloud Conjuration Pg. 243
be re-rolled, or you may choose from the tables instead.
12 Grease Conjuration Pg. 246
CHARGES ON MAGIC ITEMS 13 Healing Word Evocation Pg. 250
Magic items should not give the user unlimited ability to
14 Mage Armor Abjuration Pg. 256
cast a spell unless that spell is a cantrip. A good option is to
give the item a finite number of charges per day. Using the 15 Silent Image Illusion Pg. 276
item to cast a spell as an action uses up one charge. An 16 Sleep Enchantment Pg. 276
item replenishes its charges after a long rest. 17 Speak with Animals Divination Pg. 277
Unless you decide otherwise, use three charges for
magic wands and two charges for other magic items.
18 Tenser's Floating Disk Conjuration Pg. 282
19 Thunderwave Evocation Pg. 282
POTIONS AND CASTING SPELLS 20 Unseen Servant Conjuration Pg. 284
A potion may give the drinker the ability to cast a certain
spell as an action. They may take this action anytime 2 ND -L EVEL S PELLS ON I TEMS
during the potion’s duration, but only once per potion
consumed. Roll Name School PHB Ref.
At their discretion, the DM may allow players to cast 1 Alter Self Transmutation Pg. 211
spells as a bonus action on the same turn that they drank
2 Augury Divination Pg. 215
the potion that provided them.
3 Blur Illusion Pg. 219
C ANTRIPS ON I TEMS
4 Detect Thoughts Divination Pg. 231
Roll Name School PHB Ref.
5 Enlarge/Reduce Transmutation Pg. 237
1 Acid Splash Conjuration Pg. 211
6 Gust of Wind Evocation Pg. 248
2 Chill Touch Necromancy Pg. 221
7 Heat Metal Transmutation Pg. 250
3 Dancing Lights Evocation Pg. 230
8 Hold Person Enchantment Pg. 251
4 Druidcraft Transmutation Pg. 236
9 Invisibility Illusion Pg. 254
5 Fire Bolt Evocation Pg. 242
10 Locate Animals or Plants Divination Pg. 256
6 Light Evocation Pg. 255
11 Locate Object Divination Pg. 256
7 Mage Hand Conjuration Pg. 256
12 Mirror Image Illusion Pg. 260
8 Mending Transmutation Pg. 259
13 Misty Step Conjuration Pg. 260
9 Message Transmutation Pg. 259
14 Moonbeam Evocation Pg. 261
10 Minor Illusion Illusion Pg. 260
15 Pass without Trace Abjuration Pg. 264
11 Poison Spray Conjuration Pg. 266
16 Rope Trick Transmutation Pg. 272
12 Prestidigitation Transmutation Pg. 267
17 Shatter Evocation Pg. 275
13 Produce Flame Conjuration Pg. 269
18 Silence Illusion Pg. 275
14 Ray of Frost Evocation Pg. 271
19 Suggestion Enchantment Pg. 279
15 Sacred Flame Evocation Pg. 272
20 Web Conjuration Pg. 287
16 Shillelagh Transmutation Pg. 275
17 Spare the Dying Necromancy Pg. 277
18 Thaumaturgy Transmutation Pg. 282
19 Thorn Whip Transmutation Pg. 282
20 Vicious Mockery Enchantment Pg. 285
8
3 RD -L EVEL S PELLS ON I TEMS 5 TH -L EVEL S PELLS ON I TEMS
Roll Name School PHB Ref. Roll Name School PHB Ref.
1 Animate Dead Necromancy Pg. 212 1 Animate Objects Transmutation Pg. 213
2 Call Lightning Conjuration Pg. 220 2 Awaken Transmutation Pg. 216
3 Conjure Animals Conjuration Pg. 225 3 Cloudkill Conjuration Pg. 222
4 Counterspell Abjuration Pg. 228 4 Commune with Nature Divination Pg. 224
5 Dispel Magic Abjuration Pg. 234 5 Cone of Cold Evocation Pg. 224
6 Fear Illusion Pg. 239 6 Conjure Elemental Conjuration Pg. 225
7 Fireball Evocation Pg. 241 7 Conjure Volley Conjuration Pg. 226
8 Fly Transmutation Pg. 243 8 Destructive Wave Evocation Pg. 231
9 Gaseous Form Transmutation Pg. 244 9 Dispel Evil and Good Abjuration Pg. 233
10 Leomund's Tiny Hut Evocation Pg. 255 10 Dominate Person Enchantment Pg. 235
11 Lightning Bolt Evocation Pg. 255 11 Dream Illusion Pg. 236
12 Major Image Illusion Pg. 258 12 Flame Strike Evocation Pg. 242
13 Mass Healing Word Evocation Pg. 258 13 Hold Monster Enchantment Pg. 251
14 Plant Growth Transmutation Pg. 266 14 Mass Cure Wounds Evocation Pg. 258
15 Sending Evocation Pg. 274 15 Modify Memory Enchantment Pg. 261
16 Speak with Dead Necromancy Pg. 277 16 Passwall Transmutation Pg. 264
17 Speak with Plants Transmutation Pg. 277 17 Scrying Divination Pg. 273
18 Stinking Cloud Conjuration Pg. 278 18 Seeming Illusion Pg. 274
19 Water Walk Transmutation Pg. 287 19 Tree Stride Conjuration Pg. 283
20 Wind Wall Evocation Pg. 288 20 Wall of Stone Evocation Pg. 287
9
7 TH -L EVEL S PELLS ON I TEMS
Roll Name School PHB Ref.
1 Conjure Celestial Conjuration Pg. 225
2 Delayed Blast Fireball Evocation Pg. 230
3 Divine Word Evocation Pg. 234
4 Etherealness Transmutation Pg. 238
5 Fire Storm Evocation Pg. 242
6 Forcecage Evocation Pg. 243
7 Mordenkainen's Magnificent Conjuration Pg. 261
Mansion
8 Mordenkainen's Sword Evocation Pg. 262
9 Project Image Illusion Pg. 270
10 Regenerate Transmutation Pg. 271
11 Resurrection Necromancy Pg. 272
12 Reverse Gravity Transmutation Pg. 272
10
ROSCO’S TRUSTY 2. IDENTIFY CHARACTERS AFFECTED
Some events like rain or an ambush may affect the whole
TRAVEL GUIDE party at once. Others may ensnare only one player. For
example, Fizzik the bard may be asked to make a Dexterity
saving throw to avoid stepping in quicksand. Or Enala the
Pursuing their quarry, the party may wade through a dark ranger may detect the outline of a hidden pyramid. If the
and murky swamp, which the DM has mapped out with party is using a marching order, detecting a hazard or a
deadly beasts and ruins. Or they may drive the enemy into surprise attack should fall to the players in scouting roles
the forest instead, which the DM has not prepared at all! first, even if another player is about to walk into it.
These tools can be used to manage travel and exploration For “smooth sailing,” you may skip this step and
sequences for both planned and improvised play. narrate the environment as the party passes by.
11
TRAVEL ENCOUNTER SHEET
TERRAIN TYPE: _______________________ ROLL FREQUENCY: _______________________
Twice per day
Successes Result 4
12
13