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