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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 Handling
Prone Target (5ft Melee) Poisoned, Stunned, Long Dexterity Insight
Dash - Double movement of your current speed
Restrained Target & 5 ft Range, Squeezing Acrobatics Medicine
Disengage - Your movement does not provoke opportunity attacks Stunned Target Perception
for the rest of your turn Ability Checks: Slight of hand
Unconscious Target Stealth Survival
Frightened, Poisoned
Dodge - Creatures attacks against you are at a disadvantage until Attacking While Hidden Pick lock Charisma
your next turn. You get advantage on Dexterity saving throws. Ends Attacking While Invisible Dex Saves:
Disable trap Deception
if incapacitated Attacking when Helped Squeezing
Intelligence Persuasion
Help - Creature you aid gets advantage on ability checks, or attacks Arcana Intimidation
against a creature within 5 ft of you DEATH & DYING Nature
Hide - Make a Dex (Stealth) check against Wisdom (Perception) of Religion
creature. On success, you are an Unseen attacker and have Damage reduces creature to zero or less hit points History
advantage on attacks Investigation
Instant Death: If remaining damage (below zero) meets or
Ready - Prepare a Reaction for a particular circumstance, which you exceeds max hp of creature
can take later in the round Bleeding Out: If creature doesn’t die, they are at 0 hp and RESTING
Search - Wis (Perception) or Int (Investigate) ability check to find unconscious, and must make Death Saves
something Healing: If creature is healed they become conscious Short Rest – no strenuous activity for
Use an Object – Use an object that requires an action for its use Death Save: at the start of creatures turn, roll 1d20 one hour, roll hit dice + Con modifier
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
OPPORTUNITY ATTACKS 9 or below is a failure hit dice than your current level.
1 is two failures Long Rest – 8 hour rest, 2 hours
Hostile creature you see leaves your reach On your 3rd success, creature becomes stable max of short rest activity, regain all
On your 3rd failure, creature dies lost hit points and ½ 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
Disengage prevents OA, as does teleport, or forced movement On a Hit, suffer one failed Death Save
On Critical Hit, suffer two failed Death Saves CRITICAL HITS/FAILS
If damage meets or exceeds creatures max hp, it dies
GRAPPLING & SHOVING First Aid: DC 10 Wis(Medicine) or 1 use of Healers Kit 20 is a Critical hit
stabilizes creature Always Hits
Stable: 0 hit points, unconscious, no Death Saves, wake with Roll Damage Dice Twice
Target - max size is one size larger, and is within reach
1 hp in 1d4 hours. If damage is taken, Death Saves start over Add modifiers once
Attacker’s Str (Athletics) vs Defenders Str (Athletics)
or Dex (Acrobatics) TASK DC COVER (AC or Dex Save)
1 is always a miss

Success - Grappled, Held Speed is 0 Very Easy 5


Half Cover +2 VISION & LIGHT
Your Speed halved unless Held is 2 sizes smaller Easy 10 Three Quarter +5
Shoved – Target prone or moved 5 feet Medium 15 Prone - Ranged attacks against Lightly Obscured – Dim light,
Escape - Holder Str (Athletics) vs Str (Athletics) or Dex Hard 20 Prone creatures have advantage Disadvantage on Wis (Perception)
(Acrobatics) Very Hard 25 when attacker is adjacent,
Heavily Obscured – Darkness,
Nearly Impossible 30 otherwise have disadvantage
creatures suffer Blinded condition.
TRAVEL & MOVEMENT LIVING EXPENSES EQUIPMENT COSTS
Pace Minute Hour Day Effect Lifestyle Price/Day Light Armor Adventuring Gear
Fast 400 feet 4 miles 30 miles -5 to passive Wis Wretched —- Padded 5 gp Abacus 2 gp Holy symbol
Normal 300 feet 3 miles 24 miles – Squalid 1 sp Leather 10 gp Acid (vial) 25 gp Amulet 5 gp
Poor 2 sp Studded leather 45 gp Alch fire (flask) 50 gp Emblem 5 gp
Slow 200 feet 2 miles 18 miles Stealth Possible Medium Armor Reliquary 5 gp
Modest 1 gp Ammunition
Hide 10 gp Holy water 25 gp
Comfortable 2 gp 20 Arrows 1 gp
Forced March – After 8 hours, DC10 + 1 (per hour) Con Wealthy 4 gp
Chain shirt 50 50 Blowgun 1 gp Hourglass 25 gp
Scale mail 50 20 xbow bolts 1 gp Hunting trap 5 gp.
save or gain Exhaustion. Aristocratic 10+ gp Breastplate 400 gp Ink 10 gp
20 Sling bullets 4 cp
Difficult Terrain – Forest, Jungle, Mountains, Swamps Half plate 750 gp Antitoxin (vial) 50 gp Ink pen 2 cp
cause party to move at ½ speed. Heavy Armor Jug or pitcher 2 cp
FOOD & LODGING Ring mail 30 gp
Arcane focus
Crystal 10 gp
Ladder (10-foot) 1 sp
Lamp 5 sp
Chain mail 75 gp Orb 20 gp
Food – Character needs 1 lbs of food per day. 3+ Con Splint 200 gp Lantern, bullseye 10 gp
modifer days without food adds 1 level Exhaustion. Item Cost Plate 1,500 gp
Rod 10 gp Lantern, hooded 5 gp
Staff 5 gp Lock 10 gp
Ale Shield
Water – Character needs 1 gallon of water per day, 2 if Wand 10 gp Magnify glass 100 gp
Gallon 2 sp Shield 10 gp Backpack 2 gp Manacles 2 gp
weather is hot. Drinking half required means DC 15 Con
Mug 4 cp Melee Weapons Ball bearings 1 gp Mess kit 2 sp
save or gain Exhaustion. Drinking none means automatic Barrel 2 gp
Banquet (per person) 10 gp Battleaxe 10 gp Mirror, steel 5 gp
Exhaustion. Bread, loaf 2 cp Club 1 sp Basket 4 sp Oil (flask) 1 sp
Dagger 2 gp Bedroll 1 gp Paper 2 sp
Cheese, hunk 1 sp Flail 10 gp Bell 1 gp Parchment 1 sp
Foraging, Tracking – Wisdom (Survival) check. Inn stay (per day) Glaive 20 gp Blanket 5 sp Perfume (vial) 5 gp
Squalid 7 cp Greataxe 30 Block and tackle 1 gp Pick, miner’s 2 gp
Greatclub 2 sp Book 25 gp Piton 5 cp
Climbing, Swimming, Crawling – movement cost Poor 1 sp Bottle, glass 2 gp
Greatsword 50 gp Poison, basic 100 gp
doubles (triples if difficult terrain). Strength (Athletics) Modest 5 sp Halberd 20 gp Bucket 5 cp Pole (10-foot) 5 cp
check may be required if Swimming or Climbing. Comfortable 8 sp Handaxe 5 gp Caltrops 1 gp Pot, iron 2 gp
Wealthy 2 gp Javelin 5 sp Candle 1 cp Potion of healing 50 gp
Jumping – With ten foot run, long jump = Strength score, Aristocratic 4 gp Lance 10 gp Case, xbow bolt 1 gp Pouch 5 sp
high jump = 3 + Str modifier. Standing jump is ½ that. Light hammer 2 gp Case, map/scroll 1 gp Quiver 1 gp
Meals (per day) Chain (10 feet) 5 gp
Each foot costs movement as usual. With high jump, add Longsword 15 gp Ram, portable 4 gp
Squalid 3 cp Mace 5 gp Chalk (1 piece) 1 cp Rations (1 day) 5 sp
1½ your height for reaching. Jump higher or farther with Poor 6 cp Maul 10 gp Chest 5 gp Robes 1 gp
Strength (Athletics) check. Modest 3 sp Morningstar 15 gp Climber's kit 25 gp Rope (50 ft) 1 gp
Comfortable 5 sp Pike 5 gp Clothes Rope, silk (50 ft) 10 gp
Quarterstaff 2 sp Common 5 sp Sack 1 cp
Wealthy 8 sp Rapier 25 gp Costume 5 gp Scale, merchant’s 5 gp
Aristocratic 2 gp Scimitar 25 gp Fine 15 gp Sealing wax 5 sp
Meat, chunk 3 sp Shortsword 10 gp Traveler’s 2 gp Shovel 2 gp
Wine Sickle 1 gp Comp pouch 25 gp Signal whistle 5 cp
Spear 1 gp Crowbar 2 gp Signet ring 5 gp
Common (pitcher) 2 sp Trident 5 gp Druidic focus Soap 2 cp
Fine (bottle) 10 gp War pick 5 gp Spellbook 50 gp
Mistletoe 1 gp
Warhammer 15 gp Totem 1 gp Spikes, iron (10) 1 gp
DONNING ARMOR EXCHANGE RATES Whip 2 gp
Ranged Weapons
Wooden staff 5 gp
Yew wand 10 gp
Spyglass 1,000 gp
Tent, two-person 2 gp
Coin cp sp ep gp pp Blowgun 10 gp Fishing tackle 1 gp Tinderbox 5 sp
Category Don Doff xbow, hand 75 gp Flask or tankard 2 cp Torch 1 cp
Copper (cp) 1 1/10 1/50 1/100 1/1,000
Light Armor 1 min 1 min xbow, heavy 50 gp Grappling hook 2 gp 4 Vial 1 gp
Silver (sp) 10 1 1/5 1/10 1/100 Waterskin 2 sp
Medium Armor 5 min 1 min xbow, light 25 gp Hammer 1 gp
Electrum (ep) 50 5 1 1/2 1/20 Dart 5 cp Hammer, sledge 2 gp Whetstone 1 cp
Heavy Armor 10 min 5 min
Gold (gp) 100 10 2 1 1/10 Longbow 50 gp Shortbow 25 gp Healer’s kit 5 gp
Shield 1 action 1 action
Platinum (pp) 1,000 100 20 10 1 Net 1 gp Sling 1 sp
CONDITIONS EXHAUSTION
Blinded - Creature can’t see and automatically fails any ability check that requires sight. Level Effect
Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage. 1 Disadvantage on ability checks
Charmed - Creature can't attack the charmer or target the charmer with harmful abilities or spells. 2 Speed halved
The charmer has advantage on any ability check to interact socially with the creature. 3 Disadvantage on attack rolls and saving throws
Deafened - Creature can’t hear and automatically fails any ability check that requires hearing. 4 Hit point maximum halved
5 Speed reduced to 0
Frightened - Creature has disadvantage on ability checks and attacks while the source is visible 6 Death
The creature can’t willingly move closer to the source of its fear.
Grappled - Creature’s 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.
Incapacitated - Creature can’t take actions or reactions. Finishing a long rest reduces a creature's exhaustion level
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 purpose of hiding,
food and drink.
the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks.
Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage. ABILITY SCORES D&D 5e
Paralyzed - Creature is incapacitated and can’t move or speak.
The creature automatically fails Strength and Dexterity saving throws.
Attack rolls against the creature have advantage. Score Modifier DM Screen
Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. 1 -5
Petrified - Creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid 2-3 -4
inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. 4-5 -3
The creature is incapacitated, can’t move or speak, and is unaware of its surroundings. 6-7 -2
Attack rolls against the creature have advantage. 8-9 -1
The creature automatically fails Strength and Dexterity saving throws. 10-11 +0
The creature has resistance to all damage. 12-13 +1
The creature is immune to poison and disease, but a poison or disease already in its system is suspended, not 14-15 +2
neutralized. 16-17 +3
18-19 +4
Poisoned - Creature has disadvantage on attack rolls and ability checks. 20-21 +5
Prone - Creature’s only movement option is to crawl, unless it stands up (no longer Prone). 22-23 +6
The creature has disadvantage on attack rolls. 24-25 +7
Attack rolls have advantage if the attacker is within 5ft. Otherwise, attack roll has disadvantage. 26-27 +8
Restrained - Creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. 28-29 +9
Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage. 30 +10
The creature has disadvantage on Dexterity saving throws.
Stunned - Creature is incapacitated, can’t move, and can speak only falteringly. CREATURE SIZE
The creature automatically fails Strength and Dexterity saving throws.
Attack rolls against the creature have advantage. Size Space
Unconscious - Creature is incapacitated, can’t move or speak, and is unaware of its surroundings. Tiny 2½ by 2½ ft
The creature drops whatever it’s holding and falls prone. Small, Medium 5 by 5 ft
The creature automatically fails Strength and Dexterity saving throws. Large 10 by 10 ft
Attack rolls against the creature have advantage. Huge 15 by 15 ft
Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. Gargantuan 20 by 20 ft & up

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