Download as odg, pdf, or txt
Download as odg, pdf, or txt
You are on page 1of 4

D&D 5E DM Screen

Last Revision: 2/23/2015


decalod85@comcast.net

This is a fan created work, is uncopyrighted, and


probably makes people at the Hasbro copyright
office angry. Not for commercial use or distribution.
Designed for use with http://www.peginc.com/store/savage-worlds-customizable-gm-
screen/
ACTIONS IN COMBAT ADVANTAGE DISADVANTAGE SKILLS
Attack Make a Melee or Ranged attack Blinded Target Attacks when: Strength Wisdom
Cast a Spell Cast a spell with 1 action casting time Paralyzed Target Blinded, Frightened, Athletics Animal
Dash - Double movement of your current speed Prone Target (5ft Melee) Poisoned, Stunned, Long Dexterity Handling
Restrained Target & 5 ft Range, Squeezing Insight
Disengage - Your movement does not provoke Stunned Target
Acrobatics
opportunity attacks for the rest of your turn Ability Checks: Slight of hand Medicine
Unconscious Target Perception
Dodge - Creatures attacks against you are at a Frightened, Poisoned Stealth
Attacking While Hidden Survival
disadvantage until your next turn. You get advantage on Attacking While Invisible Dex Saves: Pick lock
Squeezing Disable trap Charisma
Dexterity saving throws. Ends if incapacitated Attacking when Helped
Help - Creature you aid gets advantage on ability checks, Intelligence Deception
Arcana Persuasion
or attacks against a creature within 5 ft of you
DEATH & DYING Nature Intimidation
Hide - Make a Dex (Stealth) check against Wisdom Religion
(Perception) of creature. On success, you are an Unseen Damage reduces creature to zero or less hit points History
attacker and have advantage on attacks Investigation
Instant Death: If remaining damage (below zero) meets or
Ready - Prepare a Reaction for a particular circumstance, exceeds max hp of creature
which you can take later in the round Bleeding Out: If creature doesnt die, they are at 0 hp and RESTING
Search - Wis (Perception) or Int (Investigate) ability unconscious, and must make Death Saves
check to find something Healing: If creature is healed they become conscious Short Rest no strenuous activity for
Use an Object Use an object that requires an Death Save: at the start of creatures turn, roll 1d20 one hour, roll hit dice + Con modifier
action for its use 20 creature regains 1 hp, becomes conscious to regain lost hit points. Use multiple
10 or above is a success short rests in a day, but roll no more
9 or below is a failure hit dice than your current level.
OPPORTUNITY ATTACKS 1 is two failures Long Rest 8 hour rest, 2 hours
On your 3rd success, creature becomes stable max of short rest activity, regain all
Hostile creature you see leaves your reach On your 3rd failure, creature dies lost hit points and of total hit dice.
Need unused reaction to make attack Take damage while Bleeding Out One long rest per 24 hours.
Attack interrupts the creatures movement On a Hit, suffer one failed Death Save
Disengage prevents OA, as does teleport, or forced On Critical Hit, suffer two failed Death Saves CRITICAL HITS/FAILS
movement If damage meets or exceeds creatures max hp, it dies
First Aid: DC 10 Wis(Medicine) or 1 use of Healers Kit 20 is a Critical hit
stabilizes creature
GRAPPLING & SHOVING Stable: 0 hit points, unconscious, no Death Saves, wake with
Always Hits
Roll Damage Dice Twice
1 hp in 1d4 hours. If damage is taken, Death Saves start over Add modifiers once
Target - max size is one size larger, and is within reach
1 is always a miss
Attackers Str (Athletics) vs Defenders Str (Athletics) TASK DC COVER (AC or Dex Save)
or Dex (Acrobatics)

Success - Grappled, Held Speed is 0


Very Easy 5 Half Cover +2 VISION & LIGHT
Easy 10 Three Quarter +5
Your Speed halved unless Held is 2 sizes smaller Medium 15
Shoved Target prone or moved 5 feet Hard 20 Prone - Ranged attacks Lightly Obscured Dim light,
Escape - Holder Str (Athletics) vs Str (Athletics) or Dex Very Hard 25 against Prone creatures have Disadvantage on Wis (Perception)
Nearly Impossible 30 advantage when attacker is
(Acrobatics) Heavily Obscured Darkness,
adjacent, otherwise have
creatures suffer Blinded condition.
disadvantage
TRAVEL & MOVEMENT LIVING EXPENSES EQUIPMENT COSTS
Pace Minute Hour Day Effect Lifestyle Price/Day
Wretched - Light Armor
Fast 400 feet 4 miles 30 miles -5 to passive Wis Padded 5 gp Adventuring Gear
Normal 300 feet 3 miles 24 miles Squalid 1 sp Leather 10 gp
Slow 200 feet 2 miles 18 miles Stealth Possible Poor 2 sp Studded leather 45 gp
Modest 1 gp Medium Armor Abacus 2 gp
Acid (vial) 25 gp Holy symbol
Comfortable 2 gp Hide 10 gp
Forced March After 8 hours, DC10 + 1 (per hour) Con Chain shirt 50
Alch fire (flask) 50 gp Amulet 5 gp
Wealthy 4 gp Ammunition Emblem 5 gp
save or gain Exhaustion. Scale mail 50
Aristocratic 10+ gp 20 Arrows 1 gp Reliquary 5 gp
Difficult Terrain Forest, Jungle, Mountains, Swamps Breastplate 400 gp
50 Blowgun 1 gp Holy water 25 gp
Half plate 750 gp
cause party to move at speed. 20 xbow bolts 1 gp Hourglass 25 gp
Heavy Armor
FOOD & LODGING Ring mail 30 gp
20 Sling bullets 4 cp
Antitoxin (vial) 50 gp
Hunting trap 5 gp.
Ink 10 gp
Food Character needs 1 lbs of food per day. 3+ Con Chain mail 75 gp
Arcane focus Ink pen 2 cp
modifer days without food adds 1 level Exhaustion. Item Cost Splint 200 gp
Crystal 10 gp
Jug or pitcher 2 cp
Plate 1,500 gp Ladder (10-foot) 1 sp
Water Character needs 1 gallon of water per day, 2 if Ale Orb 20 gp
Shield Lamp 5 sp
weather is hot. Drinking half required means DC 15 Con Gallon 2 sp Shield 10 gp
Rod 10 gp
Lantern, bullseye 10 gp
Mug 4 cp Staff 5 gp
save or gain Exhaustion. Drinking none means automatic Melee Weapons Lantern, hooded 5 gp
Wand 10 gp
Exhaustion. Banquet (per person) 10 gp Battleaxe 10 gp Backpack 2 gp
Lock 10 gp
Bread, loaf 2 cp Club 1 sp Magnify glass 100 gp
Ball bearings 1 gp
Dagger 2 gp Manacles 2 gp
Cheese, hunk 1 sp Barrel 2 gp
Foraging, Tracking Wisdom (Survival) check. Inn stay (per day) Flail 10 gp Basket 4 sp
Mess kit 2 sp
Glaive 20 gp Mirror, steel 5 gp
Bedroll 1 gp
Squalid 7 cp Greataxe 30 Bell 1 gp
Oil (flask) 1 sp
Climbing, Swimming, Crawling movement cost Poor 1 sp Greatclub 2 sp Blanket 5 sp
Paper 2 sp
Greatsword 50 gp Parchment 1 sp
doubles (triples if difficult terrain). Strength (Athletics) Modest 5 sp Block and tackle 1 gp
Perfume (vial) 5 gp
Comfortable 8 sp Halberd 20 gp Book 25 gp
check may be required if Swimming or Climbing. Handaxe 5 gp Pick, miners 2 gp
Bottle, glass 2 gp
Jumping With ten foot run, long jump = Strength score, Wealthy 2 gp Javelin 5 sp Piton 5 cp
Bucket 5 cp
Aristocratic 4 gp Lance 10 gp Poison, basic 100 gp
high jump = 3 + Str modifier. Standing jump is that. Caltrops 1 gp
Pole (10-foot) 5 cp
Each foot costs movement as usual. With high jump, add Meals (per day) Light hammer 2 gp Candle 1 cp
Longsword 15 gp Pot, iron 2 gp
1 your height for reaching. Jump higher or farther with Squalid 3 cp Case, xbow bolt 1 gp
Potion of healing 50 gp
Mace 5 gp Case, map/scroll 1 gp
Strength (Athletics) check. Poor 6 cp Maul 10 gp Pouch 5 sp
Chain (10 feet) 5 gp
Modest 3 sp Morningstar 15 gp Chalk (1 piece) 1 cp
Quiver 1 gp
Comfortable 5 sp Pike 5 gp Ram, portable 4 gp
Chest 5 gp
Quarterstaff 2 sp Rations (1 day) 5 sp
Wealthy 8 sp Climber's kit 25 gp
Robes 1 gp
Rapier 25 gp Clothes
Aristocratic 2 gp Scimitar 25 gp Rope (50 ft) 1 gp
Meat, chunk 3 sp Common 5 sp Rope, silk (50 ft) 10 gp
Shortsword 10 gp
Costume 5 gp Sack 1 cp
Wine Sickle 1 gp
Fine 15 gp
Spear 1 gp Scale, merchants 5 gp
Common (pitcher) 2 sp Travelers 2 gp Sealing wax 5 sp
Trident 5 gp
Fine (bottle) 10 gp War pick 5 gp
Comp pouch 25 gp Shovel 2 gp
Crowbar 2 gp Signal whistle 5 cp
Warhammer 15 gp
DONNING ARMOR EXCHANGE RATES Whip 2 gp
Ranged Weapons
Druidic focus
Mistletoe 1 gp
Signet ring 5 gp
Soap 2 cp
Totem 1 gp Spellbook 50 gp
Blowgun 10 gp
Wooden staff 5 gp Spikes, iron (10) 1 gp
Category Don Doff Coin cp sp ep gp pp xbow, hand 75 gp
Yew wand 10 gp Spyglass 1,000 gp
Copper (cp) 1 1/10 1/50 1/100 1/1,000 xbow, heavy 50 gp Tent, two-person 2 gp
Light Armor 1 min 1 min Fishing tackle 1 gp
xbow, light 25 gp
Medium Armor 5 min 1 min Silver (sp) 10 1 1/5 1/10 1/100 Dart 5 cp
Flask or tankard 2 cp Tinderbox 5 sp
Electrum (ep) 50 5 1 1/2 1/20 Grappling hook 2 gp 4 Torch 1 cp
Heavy Armor 10 min 5 min Longbow 50 gp
Hammer 1 gp Vial 1 gp
Shield 1 action 1 action Gold (gp) 100 10 2 1 1/10 Net 1 gp
Hammer, sledge 2 gp Waterskin 2 sp
Platinum (pp) 1,000 100 20 10 1 Shortbow 25 gp
Healers kit 5 gp Whetstone 1 cp
Sling 1 sp
CONDITIONS EXHAUSTION
Blinded - Creature cant see and automatically fails any ability check that requires sight. Level Effect
Attack rolls against the creature have advantage, and the creatures attack rolls have disadvantage. 1 Disadvantage on ability checks
2 Speed halved
Charmed - Creature can't attack the charmer or target the charmer with harmful abilities or spells. 3 Disadvantage on attack rolls and saving throws
The charmer has advantage on any ability check to interact socially with the creature. 4 Hit point maximum halved
Deafened - Creature cant hear and automatically fails any ability check that requires hearing. 5 Speed reduced to 0
Frightened - Creature has disadvantage on ability checks and attacks while the source is visible 6 Death
The creature cant willingly move closer to the source of its fear.
Grappled - Creatures speed becomes 0, and it can't benefit from any bonus to its speed. Level increases as specified in the causing effect.
The condition ends if the grappler is incapacitated. Creature suffers the effects of all lower levels
The condition also ends if an effect removes the grappled creature from the reach of the grappler.
Finishing a long rest reduces a creature's exhaustion level
Incapacitated - Creature cant take actions or reactions. by 1, provided that the creature has also ingested some
Invisible - Creature is impossible to see without the aid of magic or a special sense. For the food and drink.
purpose of hiding, the creature is heavily obscured. The creatures location can be detected by any
noise it makes or any tracks.
Attack rolls against the creature have disadvantage, and the creatures attack rolls have advantage.
ABILITY SCORES D&D 5e
Paralyzed - Creature is incapacitated and cant move or speak.
The creature automatically fails Strength and Dexterity saving throws.
Score Modifier DM Screen
Attack rolls against the creature have advantage. 1 -5
Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. 2-3 -4
4-5 -3
Petrified - Creature is transformed, along with any nonmagical object it is wearing or carrying, into a 6-7 -2
solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. 8-9 -1
The creature is incapacitated, cant move or speak, and is unaware of its surroundings. 10-11 +0
Attack rolls against the creature have advantage. 12-13 +1
The creature automatically fails Strength and Dexterity saving throws. 14-15 +2
The creature has resistance to all damage. 16-17 +3
The creature is immune to poison and disease, but a poison or disease already in its system is 18-19 +4
suspended, not neutralized. 20-21 +5
Poisoned - Creature has disadvantage on attack rolls and ability checks. 22-23 +6
Prone - Creatures only movement option is to crawl, unless it stands up (no longer Prone). 24-25 +7
The creature has disadvantage on attack rolls. 26-27 +8
Attack rolls have advantage if the attacker is within 5ft. Otherwise, attack roll has disadvantage. 28-29 +9
Restrained - Creatures speed becomes 0, and it cant benefit from any bonus to its speed. 30 +10
Attack rolls against the creature have advantage, and the creatures attack rolls have disadvantage.
The creature has disadvantage on Dexterity saving throws.
Stunned - Creature is incapacitated, cant move, and can speak only falteringly.
CREATURE SIZE
The creature automatically fails Strength and Dexterity saving throws.
Size Space
Attack rolls against the creature have advantage.
Tiny 2 by 2 ft
Unconscious - Creature is incapacitated, cant move or speak, and is unaware of its surroundings. Small, Medium 5 by 5 ft
The creature drops whatever its holding and falls prone. Large 10 by 10 ft
The creature automatically fails Strength and Dexterity saving throws. Huge 15 by 15 ft
Attack rolls against the creature have advantage. Gargantuan 20 by 20 ft & up
Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

You might also like