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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
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 opportunity attacks Stunned Target
Acrobatics
for the rest of your turn Ability Checks: Slight of hand Medicine
Unconscious Target Perception
Dodge - Creatures attacks against you are at a disadvantage until Frightened, Poisoned Stealth
Attacking While Hidden Survival
your next turn. You get advantage on Dexterity saving throws. Ends Attacking While Invisible Dex Saves: Pick lock
Squeezing Disable trap Charisma
if incapacitated Attacking when Helped
Help - Creature you aid gets advantage on ability checks, or attacks Intelligence Deception
Arcana Persuasion
against a creature within 5 ft of you
DEATH & DYING Nature Intimidation
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 doesnt 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
Need unused reaction to make attack On your 3rd failure, creature dies lost hit points and of total hit dice.
Attack interrupts the creatures movement Take damage while Bleeding Out One long rest per 24 hours.
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
First Aid: DC 10 Wis(Medicine) or 1 use of Healers Kit
GRAPPLING & SHOVING stabilizes creature
20 is a Critical hit
Always Hits
Target - max size is one size larger, and is within reach Stable: 0 hit points, unconscious, no Death Saves, wake with Roll Damage Dice Twice
1 hp in 1d4 hours. If damage is taken, Death Saves start over Add modifiers once
Attackers Str (Athletics) vs Defenders Str (Athletics)
or Dex (Acrobatics) 1 is always a miss
TASK DC COVER (AC or Dex Save)

Success - Grappled, Held Speed is 0 Half Cover +2 VISION & LIGHT


Your Speed halved unless Held is 2 sizes smaller Very Easy 5
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,
Nearly Impossible 30 Heavily Obscured Darkness,
otherwise have disadvantage
creatures suffer Blinded condition.
TRAVEL & MOVEMENT LIVING EXPENSES EQUIPMENT COSTS
Pace Minute Hour Day Effect Lifestyle Price/Day
Wretched - Light Armor Adventuring Gear
Fast 400 feet 4 miles 30 miles -5 to passive Wis Padded 5 gp Holy symbol
Squalid 1 sp Abacus 2 gp
Normal 300 feet 3 miles 24 miles Leather 10 gp Acid (vial) 25 gp Amulet 5 gp
Slow 200 feet 2 miles 18 miles Stealth Possible Poor 2 sp Studded leather 45 gp Alch fire (flask) 50 gp Emblem 5 gp
Modest 1 gp Medium Armor Ammunition Reliquary 5 gp
Comfortable 2 gp Hide 10 gp Holy water 25 gp
Forced March After 8 hours, DC10 + 1 (per hour) Con Chain shirt 50
20 Arrows 1 gp
Hourglass 25 gp
Wealthy 4 gp 50 Blowgun 1 gp
save or gain Exhaustion. Scale mail 50 20 xbow bolts 1 gp Hunting trap 5 gp.
Aristocratic 10+ gp Ink 10 gp
Difficult Terrain Forest, Jungle, Mountains, Swamps Breastplate 400 gp 20 Sling bullets 4 cp
Ink pen 2 cp
Half plate 750 gp Antitoxin (vial) 50 gp
cause party to move at 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
Food Character needs 1 lbs of food per day. 3+ Con Chain mail 75 gp Orb 20 gp Lantern, bullseye 10 gp
modifer days without food adds 1 level Exhaustion. Item Cost Splint 200 gp Rod 10 gp Lantern, hooded 5 gp
Plate 1,500 gp Staff 5 gp
Water Character needs 1 gallon of water per day, 2 if Ale Lock 10 gp
Shield Wand 10 gp Magnify glass 100 gp
weather is hot. Drinking half required means DC 15 Con Gallon 2 sp Shield 10 gp Backpack 2 gp Manacles 2 gp
save or gain Exhaustion. Drinking none means automatic Mug 4 cp Melee Weapons Ball bearings 1 gp Mess kit 2 sp
Exhaustion. Banquet (per person) 10 gp Battleaxe 10 gp Barrel 2 gp Mirror, steel 5 gp
Bread, loaf 2 cp Club 1 sp Basket 4 sp Oil (flask) 1 sp
Dagger 2 gp Bedroll 1 gp
Cheese, hunk 1 sp Paper 2 sp
Foraging, Tracking Wisdom (Survival) check. Inn stay (per day) Flail 10 gp Bell 1 gp Parchment 1 sp
Glaive 20 gp Blanket 5 sp Perfume (vial) 5 gp
Squalid 7 cp Greataxe 30 Block and tackle 1 gp Pick, miners 2 gp
Climbing, Swimming, Crawling movement cost Poor 1 sp Greatclub 2 sp Book 25 gp Piton 5 cp
Greatsword 50 gp Bottle, glass 2 gp
doubles (triples if difficult terrain). Strength (Athletics) Modest 5 sp Bucket 5 cp
Poison, basic 100 gp
Comfortable 8 sp Halberd 20 gp Pole (10-foot) 5 cp
check may be required if Swimming or Climbing. Handaxe 5 gp Caltrops 1 gp Pot, iron 2 gp
Jumping With ten foot run, long jump = Strength score, Wealthy 2 gp Javelin 5 sp Candle 1 cp Potion of healing 50 gp
high jump = 3 + Str modifier. Standing jump is that. Aristocratic 4 gp Lance 10 gp Case, xbow bolt 1 gp Pouch 5 sp
Meals (per day) Light hammer 2 gp Case, map/scroll 1 gp Quiver 1 gp
Each foot costs movement as usual. With high jump, add Longsword 15 gp Chain (10 feet) 5 gp Ram, portable 4 gp
1 your height for reaching. Jump higher or farther with Squalid 3 cp Chalk (1 piece) 1 cp
Mace 5 gp Rations (1 day) 5 sp
Strength (Athletics) check. Poor 6 cp Maul 10 gp Chest 5 gp Robes 1 gp
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
Wealthy 8 sp Quarterstaff 2 sp Common 5 sp Sack 1 cp
Rapier 25 gp Costume 5 gp Scale, merchants 5 gp
Aristocratic 2 gp Scimitar 25 gp Fine 15 gp Sealing wax 5 sp
Meat, chunk 3 sp Shortsword 10 gp Travelers 2 gp Shovel 2 gp
Wine Sickle 1 gp Comp pouch 25 gp Signal whistle 5 cp
Common (pitcher) 2 sp Spear 1 gp Crowbar 2 gp Signet ring 5 gp
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 Spyglass 1,000 gp
Tent, two-person 2 gp
Coin cp sp ep gp pp Yew wand 10 gp
Category Don Doff Blowgun 10 gp Fishing tackle 1 gp Tinderbox 5 sp
Copper (cp) 1 1/10 1/50 1/100 1/1,000 xbow, hand 75 gp Flask or tankard 2 cp Torch 1 cp
Light Armor 1 min 1 min Silver (sp) 10 1 1/5 1/10 1/100 xbow, heavy 50 gp Grappling hook 2 gp 4 Vial 1 gp
Medium Armor 5 min 1 min Electrum (ep) 50 5 1 1/2 1/20 xbow, light 25 gp Hammer 1 gp Waterskin 2 sp
Heavy Armor 10 min 5 min Dart 5 cp Hammer, sledge 2 gp Whetstone 1 cp
Gold (gp) 100 10 2 1 1/10 Longbow 50 gp Shortbow 25 Healers kit 5 gp
Shield 1 action 1 action Platinum (pp) 1,000 100 20 10 1 Net 1 gp gp
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 purpose of hiding, food and drink.
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.
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
2-3 -4
Petrified - Creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid 4-5 -3
inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. 6-7 -2
The creature is incapacitated, cant move or speak, and is unaware of its surroundings. 8-9 -1
Attack rolls against the creature have advantage. 10-11 +0
The creature automatically fails Strength and Dexterity saving throws. 12-13 +1
The creature has resistance to all damage. 14-15 +2
The creature is immune to poison and disease, but a poison or disease already in its system is suspended, not 16-17 +3
neutralized. 18-19 +4
Poisoned - Creature has disadvantage on attack rolls and ability checks. 20-21 +5
Prone - Creatures 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 - Creatures speed becomes 0, and it cant benefit from any bonus to its speed. 28-29 +9
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.

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