Copy of DM SCREEN 5E

SKILL CHECKS

ACTIONS IN COMBAT

TRAPS

STRENGTH 

  ?Athletics 

DEXTERITY 

  ?Acrobatics 

  ?Sleight of Hand 

  ?Stealth 

INTELLIGENCE 

  ?Arcana 

  ?History 

  ?Investigation 

  ?Nature 

  ?Religion 

WISDOM 

  ?Animal Handling 

  ?Insight 

  ?Medicine 

  ?Perception 

  ?Survival 

CHARISMA 

  ?Deception 

  ?Intimidation 

  ?Performance 

  ?Persuasion 

TYPICAL DCS

Very Easy

5

Easy

10

Medium

15

Hard

20

Very Hard

25

Nearly Impossible

30

ATTACK 

  See PHB pp.103-196

CAST A SPELL

  See PHB p.202 for the rules regarding spell-use. Not all spells are 1 action

CLIMB ONTO A BIGGER CREATURE 

  DMG p.271

DASH 

  Gain extra movement for the current turn, equal to your speed after modifiers

DISARM 

  Opposed STR or DEX check; Disadvantage if opponent is holding with both hands

DISENGAGE 

  Your movement doesn’t provoke opportunity attacks until your next turn

DODGE 

  Attacks against you are at disadvantage, and you make DEX rolls with advantage.             

  Benefit is lost if incapacitated or speed drops to 0.

HELP 

  Give another creature advantage on an attack or ability check (PHB p.192)

HIDE 

  DEX (Stealth) check vs opposed WIS (Perception) check (see PHB p.196)

OVERRUN 

  STR vs. STR check to move through opponent’s space

READY 

  Take a reaction in response to a defined trigger event, or ready a spell (PHB p.193)

SEARCH 

  Make a WIS (Perception) or INT (Investigation) check

SHOVE, SHOVE ASIDE 

  STR vs (STR or DEX) to push opponent 5’ back, to the side, or prone.

TUMBLE 

  DEX vs DEX to move through opponent’s space

USE AN OBJECT

SAVE DC & ATK BONUS 

DANGER

SAVE DC

ATK BNS

Setback 

10–11

+3 to +5 

Dangerous 

12–15

+6 to +8

Deadly

16–20

+9 to +12

DAMAGE SEVERITY BY LEVEL

PC LVL

SETBACK

DANGEROUS

DEADLY

1-4

1d10

2d10

4d10

5-10

2d10

4d10

10d10

11-16

4d10

10d10

18d10

17-20

10d10

18d10

24d10

CRITICAL FAIL TABLE

2D10

RESULT

2

Critically hit yourself with same attack

3

Hit self wthl attack

4

Hit nearest ally with attack

5

Fall prone. ? movement to get up

6-7

Opponents have advantage on 

attacks until your next turn ends

8-9

Opponent gets a reaction against you

10-12

Normal miss

13-14

Opponent gets a reaction against you

15-16

You are at disadvantage on all attacks

until the end of your next turn

17

Weapon drops 2d4 feet away

18

Weapon unusable- 2d10 rounds to fix. 

(jam, hilt unwraps, blade jams etc.)

19

Weapon breaks. Magic weapons get a save.

20

Roll twice more. Both results occur

COVER

CONCENTRATION

IMPROVISING DAMAGE

EXAMPLE

DMG

Burned by coals, hit by falling book-case, pricked by poison needle

1d10

Struck by lightning, stumbling into a fire-pit

2d10

Hit by falling rubble, collapsing tunnel, stumble into vat of acid

4d10

Crushed by compacting walls, hit by whirling steel blades, wading through lava stream

10d10

Submerged in lava, hit by crashing flying fortress

18d10

Tumble into vortex of Elemental Fire, crushed in jaws of god-like or moon-sized monster

24d10

HALF COVER

Grants +2 bonus to AC and   

Dexterity saving throws

3/4 COVER

Grants +5 bonus to AC and 

Dexterity saving throws.

TOTAL COVER

Can’t be targeted directly by attacks or spells, although area of effect spells and abilities are still effective.

CASTING ANOTHER SPELL REQUIRING CONCENTRATION

  Lose concentration on your previous spell

TAKING DAMAGE

  CON save (DC = 8 + damage taken) to maintain concentration.   

  New save for each damage source.

BEING INCAPACITATED OR KILLED

  Lose concentration

STARTLING ENVIRONMENTAL PHENOMENA

  CON save DC 10

  Ex. being doused by a wave, very loud noise, flash of light

VIGOROUS MOVEMENT

  CON save DC 10

  Ex. combat, running, climbing, tumbling etc.

RESTING

SHORT REST

   ?1+ hours of downtime, during which time you can do nothing strenuous.

     ?Regain abilities, features, and resources that are refreshed by taking a Short Rest.

     ?Allowed to expend 1 of your accumulated Hit Die by rolling a die of the corresponding type.

     ?Regain HP equal to the rolled value + your CON MOD. Afterwards, you may spend another.

LONG REST

  ?8+ hours of downtime, during which you must either sleep or perform less than 2 hours of light activities 

    (talking/eating/standing watch)

  ?1+ hours of strenuous activity such as walking or fighting will interrupt your Long Rest.

  ?May only benefit from 1 Long Rest in a 24-hour period and you must begin the rest with at least 1 HP.

     ?You regain the use of abilities, features, and resources that are refreshed by taking a Long Rest.

     ?You regain all lost HP + regain Hit Dice equal to ? your maximum

READY AN ACTION

1. Define circumstances that trigger your Reaction

2. Decide what Action you will take when you use your Reaction

READYING A SPELL

?The spell is cast during your Action, but energy is held

?Must be 1 action and requires concentration to hold

CONDITIONS

PETRIFIED

? Creature is transformed, along with any non-magical object it is wearing or carrying, into solid inanimate substance (usually stone). Weight increases by x 10, creature ceases aging.

? Creature is incapacitated, can’t move or speak, and is unaware of its surroundings.

? Attacks against the creature have advantage.

? The creature automatically fails STR and DEX saving throws.

? The creature has resistance to all damage.

? Creature is immune to poison and disease: poison or disease already in its system is suspended, not neutralized.

POISONED

? Creature has disadvantage on attack rolls and ability checks.

PRONE

? Creature’s only movement option is to crawl, unless it stands up.

? Creature has disadvantage on attacks.

? Attacks vs creature have advantage if attacker is within 5’ of creature. Otherwise, the attack has disadvantage.

RESTRAINED

? Creature’s speed becomes 0, can’t benefit from any bonus to its speed.

? Attacks vs creature have advantage, and creature’s attacks have disadvantage.

? The creature has disadvantage on DEX saving throws.

STUNNED

? Creature is incapacitated, can’t move, and can speak only falteringly.

? Creature automatically fails STR and DEX saving throws.

? Attack rolls against the creature have advantage.

UNCONSCIOUS

? Creature incapacitated, can’t move/speak, unaware of surroundings.

? The creature drops whatever it’s holding and falls prone.

? The creature automatically fails STR and DEX saving throws.

? Attack rolls against the creature have advantage.

? Any attack that hits is critical hit if attacker is within 5’ of creature.

GRAPPLING

BLINDED

? Creature can’t see, automatically fails any ability check that requires sight.

? Attacks vs creature have advantage, creature’s attacks have disadvantage.

CHARMED

? Can’t attack charmer, target charmer with harmful abilities/effects.

? Charmer has advantage on check to interact socially with creature.

DEAFENED

? Creature can’t hear and automatically fails any check that requires hearing.

FRIGHTENED

? Creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.

? The creature can’t willingly move closer to the source of its fear.

GRAPPLED

? Speed becomes 0, can’t benefit from any bonus to speed.

? Condition ends if grappler is incapacitated.

? Condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect

INCAPACITATED

? An incapacitated creature can’t take actions or reactions.

INVISIBLE

? Creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. Creature’s location can be detected by noise or any tracks it leaves.

? Attacks vs creature have disadvantage., creature’s attacks have advantage.

PARALYZED

? Creature is incapacitated, can’t move/speak.

? Creature automatically fails STR and DEX saving throws.

? Attack rolls against the creature have advantage.

? Any attack that hits is critical hit if attacker is within 5’ of creature.

?No more than one size category higher than you 

?At least 1 free hand is required

?Athletics check vs. target's Athletics/Acrobatics check

?Can also grapple an enemy to climb on top of it

ESCAPING A GRAPPLE

?Action to make Athletics/Acrobatics check

?On success move to space next to the grappler

MOVING GRAPPLED CREATURE

?Can drag/carry at ? spd  unless creature is 2+ sizes smaller 

SHOVING

?Athletics check vs target’s Athletics/Acrobatics check

?Can be no more than 1 size larger

?On success, move target 5’ or knock it prone

CLIMBING ONTO BIGGER CREATURES

?Athletics/Acrobatics check vs target’s Acrobatics check

?On success, you have advantage on attack rolls

?Can move on creature as though it is difficult terrain

EXHAUSTION

Long Rest reduces exhaustion by 1 if creature has had food+drink

Level

Effect*

1

Disadvantage on Ability Checks

2

Speed halved

3

Disadvantage on Attack rolls and saving throws

4

Hit point maximum halved

5

Speed reduced to 0

6

Death

*Effects are cumulative. 

TRAVELING

PER

PACE

MIN

HOUR

DAY

EFFECT

Slow

200’

2 miles

18 miles

Able to stealth

Normal

300’

3 miles

24 miles

Fast

400’

4 miles

30 miles

-5 Passive Percep

LIGHT SOURCES

OBJECTS (DMG p.247)

SOURCE

BRIGHT

DIM

DURATION

OBJECT 

AC

OBJECT

HIT POINTS

Mundane

Cloth, paper, rope

11

Fragile

Resilient

  Candle

5’

+5’

1 hour

Crystal, glass, ice

13

Tiny (bottle, lock) 

1d4

2d4

  Lamp

15’

+30’

6 hours

Wood, bone

15

Small (chest, lute)

1d6

3d6

  Lantern, bullseye

60’ cone

+60’ cone

6 hours

Stone

17

Medium (barrel, chandelier)

1d8

4d8

  Lantern, hooded

30’

+30’

6 hours

Iron, steel

19

Large (cart, 10’ sq. window)

1d10

5d10

  Torch

20’

+20’

1 hour

Mithril

21

Huge, Gargantuan 

DM’s option

Magical

Adamantine

23

  Continual Flame

20’

+20’

Until Dispelled

OBSCURATION

Lightly Obscured

Disadvantage on Perception checks relying on sight (dim light, patchy fog, moderate foliage)

Heavily Obscured

Blinded condition (darkness, opaque fog, dense foliage)

  Dancing Lights

+10’

Up to 1 min

  Faerie Fire

+10’

Up to 1 min

  Flame Blade

10’

+10’

Up to 10 mins

  Flaming Sphere

20’

+20’

Up to 1 min

  Holy Aura

5’

Up to 1 min

  Light

20’

+20’

1 hour

  Moonbeam

5’ cylinder

Up to 1 min

  Prismatic Wall

100’

+100’

10 mins

  Wall of Fire

60’

+60’

Up to 1 min

ADVENTURING GEAR

ARTISAN’S TOOLS

COMMON ITEMS

ITEM

COST

WT

ITEM

COST

WT

ITEM

COST

WT

LODGING PER DAY

Abacus

2 gp

2 lb.

Holy symbol

    Alchemist's supplies

50 gp

8 lb.

Squalid

7 cp

Acid (vial)

25 gp

1 lb.

    Amulet

5 gp

1 lb.

    Brewer's supplies

20 gp

9 lb.

Poor

1 sp

Alchemist's fire (flask)

50 gp

1 lb.

    Emblem

5 gp

    Calligrapher's supplies

10 gp

5 lb.

Modest

5 sp

Ammunition

    Reliquary

5 gp

2 lb.

    Carpenter's tools

8 gp

6 lb.

Comfortable

8 sp

    Arrows (20)

1 gp

1 lb.

Holy water (flask)

25 gp

1 lb.

    Cartographer's tools

15 gp.

6 lb.

Wealthy

2 gp

    Blowgun needles (50)

1 gp

1 lb.

Hourglass

25 gp

1 lb.

    Cobbler's tools

5 gp

5 lb.

Aristocratic

4 gp

    Crossbow bolts (20)

1 gp

1? lb.

Hunting trap

5 gp

25 lb.

    Cook's utensils

1 gp

8 lb.

    Sling bullets (20)

4 cp

1? lb.

Ink (1 ounce bottle)

10 gp

    Glassblower's tools

30 gp

5 lb.

LIFESTYLE EXP. PER DAY

Antitoxin (vial)

50 gp

Ink pen

2 cp

    Jeweler's tools

25 gp

2 lb.

Squalid

1 sp

Arcane focus

Jug or pitcher

2 cp

4 lb.

    Leatherworker's tools

5 gp

5 lb.

Poor

2 sp

    Crystal

10 gp

1 lb.

Ladder (10-foot)

1 sp

25 lb.

    Mason's tools

10 gp

8 lb.

Modest

1 gp

    Orb

20 gp

3 lb.

Lamp

5 sp

1 lb.

    Painter's supplies

10 gp

5 lb.

Comfortable

2 gp

    Rod

10 gp

2 lb.

Lantern, bullseye

10 gp

2 lb.

    Potter's tools

10 gp

3 lb.

Wealthy

4 gp

    Staff

5 gp

4 lb.

Lantern, hooded

5 gp

2 lb.

    Smith's tools

20 gp

8 lb.

Aristocratic

10 gp

    Wand

10 gp

1 lb.

Lock

10 gp

1 lb.

    Tinker's tools

50 gp

10 lb.

Backpack

2 gp

5 lb.

Magnifying glass

100 gp

    Weaver's tools

1 gp

5 lb.

FOOD & DRINK

COST

Ball bearings (1,000)

1 gp

2 lb.

Manacles

2 gp

6 lb.

    Woodcarver's tools

1 gp

5 lb.

Ale

Barrel

2 gp

70 lb.

Mess kit

2 sp

1 lb.

Disguise kit

25 gp

3 lb.

    Gallon

2 sp

Basket

4 sp

2 lb.

Mirror, steel

5 gp

1/2 lb.

Forgery kit

15 gp

5 lb.

    Mug

4 cp

Bedroll

1 gp

7 lb.

Oil (flask)

1 sp

1 lb.

Gaming set

Wine

Bell

1 gp

Paper (one sheet)

2 sp

    Dice set

1 sp

    Common (pitcher)

2 sp

Blanket

5 sp

3 lb.

Parchment (one sheet)

1 sp

    Dragonchess set

1 gp

1/2 lb.

    Fine (bottle)

10 gp

Block and tackle

1 gp

5 lb.

Perfume (vial)

5 gp

    Playing card set

5 sp

Banquet (per person)

10 gp

Book

25 gp

5 lb.

Pick, miner's

2 gp

10 lb.

    Three-Dragon Ante set

1 gp

Bread, loaf

2 cp

Bottle, glass

2 gp

2 lb.

Piton

5 cp

1/4 lb.

Herbalism kit

5 gp

3 lb.

Cheese, hunk

1 sp

Bucket

5 cp

2 lb.

Poison, basic (vial)

100 gp

Musical instrument

Meat, chunk

3 sp

Caltrops (bag of 20)

1 gp

2 lb.

Pole (10-foot)

5 cp

7 lb.

    Bagpipes

30 gp

6 lb.

Candle

1 cp

Pot, iron

2 gp

10 lb.

    Drum

6 gp

3 lb.

SERVICES

COST

Case, crossbow bolt

1 gp

1 lb.

Potion of healing

50 gp

1/2 lb.

    Dulcimer

25 gp

10 lb.

Coach cab

Case, map or scroll

1 gp

1 lb.

Pouch

5 sp

1 lb.

    Flute

2 gp

1 lb.

    Between towns

3 cp/mile

Chain (10 feet)

5 gp

10 lb.

Quiver

1 gp

1 lb.

    Lute

35 gp

2 lb.

    Within a city

1 cp

Chalk (1 piece)

1 cp

Ram, portable

4 gp

35 lb.

    Lyre

30 gp

2 lb.

Hireling

Chest

5 gp

25 lb.

Rations (1 day)

5 sp

2 lb.

    Horn

3 gp

2 lb.

    Unskilled

2 sp/day

Climber's kit

25 gp

12 lb.

Robes

1 gp

4 lb.

    Pan flute

12 gp

2 lb.

    Skilled

2 gp/day

Clothes, common

5 sp

3 lb.

Rope, hempen (50 feet)

1 gp

10 lb.

    Shawm

2 gp

1 lb.

Messenger

2 cp/mile

Clothes, costume

5 gp

4 lb.

Rope, silk (50 feet)

10 gp

5 lb.

    Viol

30 gp

1 lb.

Road or gate toll

1 cp

Clothes, fine

15 gp

6 lb.

Sack

1 cp

1/2 lb.

Navigator's tools

25 gp

2 lb.

Ship’s passage

1 sp/mile

Clothes, traveler's

2 gp

4 lb.

Scale, merchant's

5 gp

3 lb.

Poisoner's kit

50 gp

2 lb.

First Level Spell1

10-30 gp + cmpnts

Component pouch

25 gp

2 lb.

Sealing wax

5 sp

Thieves' tools

25 gp

1 lb.

Second Level Spell1

30-50 gp + cmpnts

Crowbar

2 gp

5 lb.

Shovel

2 gp

5 lb.

Third+ Level Spell2

varies/rare

Druidic focus

Signal whistle

5 cp

    Sprig of mistletoe

1 gp

Signet ring

5 gp

    Totem

1 gp

Soap

2 cp

    Wooden staff

5 gp

4 lb.

Spellbook

50 gp

3 lb.

1 Can be found in a decently sized town/city.

2 Can only be found regularly in a large city, perhaps with a Temple/University.

    Yew wand

10 gp

1 lb.

Spikes, iron (10)

1 gp

5 lb.

Fishing tackle

1 gp

4 lb.

Spyglass

1,000 gp

1 lb.

Flask or tankard

2 cp

1 lb.

Tent, two-person

2 gp

20 lb.

Grappling hook

2 gp

4 lb.

Tinderbox

5 sp

1 lb.

Hammer

1 gp

3 lb.

Torch

1 cp

1 lb.

Hammer, sledge

2 gp

10 lb.

Vial

1 gp

Healer’s kit

5 gp

3 lb.

Waterskin

2 sp

5 lb. (full)

CURRENCY EXCHANGE RATES

Coin

CP

SP

EP

GP

PP

Copper

1

1/10

1/50

1/100

1/1000

Silver

10

1

1/5

1/10

1/100

Electrum

50

5

1

1/2

1/20

Gold

100

10

2

1

1/10

Platinum

1000

100

50

10

1

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