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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


Cast a Spell Cast a spell with 1 action casting time
Dash - Double movement of your current speed
Disengage - Your movement does not provoke opportunity
attacks for the rest of your turn
Dodge - Creatures attacks against you are at a disadvantage until
your next turn. You get advantage on Dexterity saving throws.
Ends if incapacitated
Help - Creature you aid gets advantage on ability checks, or
attacks against a creature within 5 ft of you
Hide - Make a Dex (Stealth) check against Wisdom (Perception)
of creature. On success, you are an Unseen attacker and have
advantage on attacks
Ready - Prepare a Reaction for a particular circumstance, which
you can take later in the round
Search - Wis (Perception) or Int (Investigate) ability check to find
something
Use an Object Use an object that requires an action for its
use

Blinded Target
Paralyzed Target
Prone Target (5ft Melee)
Restrained Target
Stunned Target
Unconscious Target
Attacking While Hidden
Attacking While Invisible
Attacking when Helped

Attacks when:
Blinded, Frightened,
Poisoned, Stunned, Long
& 5 ft Range, Squeezing
Ability Checks:
Frightened, Poisoned
Dex Saves:
Squeezing

Strength
Athletics
Dexterity
Acrobatics
Slight of hand
Stealth
Pick lock
Disable trap
Intelligence
Arcana
Nature
Religion
History
Investigation

OPPORTUNITY ATTACKS
Hostile creature you see leaves your reach
Need unused reaction to make attack
Attack interrupts the creatures movement
Disengage prevents OA, as does teleport, or forced movement

GRAPPLING & SHOVING


Target - max size is one size larger, and is within reach
Attackers Str (Athletics) vs Defenders Str (Athletics)
or Dex (Acrobatics)
Success - Grappled, Held Speed is 0
Your Speed halved unless Held is 2 sizes smaller
Shoved Target prone or moved 5 feet
Escape - Holder Str (Athletics) vs Str (Athletics) or Dex
(Acrobatics)

DEATH & DYING


Damage reduces creature to zero or less hit points
Instant Death: If remaining damage (below zero) meets or
exceeds max hp of creature
Bleeding Out: If creature doesnt die, they are at 0 hp and
unconscious, and must make Death Saves
Healing: If creature is healed they become conscious
Death Save: at the start of creatures turn, roll 1d20
20 creature regains 1 hp, becomes conscious
10 or above is a success
9 or below is a failure
1 is two failures
On your 3rd success, creature becomes stable
On your 3rd failure, creature dies
Take damage while Bleeding Out
On a Hit, suffer one failed Death Save
On Critical Hit, suffer two failed Death Saves
If damage meets or exceeds creatures max hp, it dies
First Aid: DC 10 Wis(Medicine) or 1 use of Healers Kit stabilizes
creature
Stable: 0 hit points, unconscious, no Death Saves, wake with 1
hp in 1d4 hours. If damage is taken, Death Saves start over

TASK DC
Very Easy
Easy
Medium
Hard
Very Hard
Nearly Impossible

COVER
5
10
15
20
25
30

(AC or Dex Save)

Half Cover
+2
Three Quarter
+5
Prone - Ranged attacks against
Prone creatures have advantage
when attacker is adjacent,
otherwise have disadvantage

Wisdom
Animal Handling
Insight
Medicine
Perception
Survival
Charisma
Deception
Persuasion
Intimidation

RESTING
Short Rest no strenuous activity for
one hour, roll hit dice + Con modifier
to regain lost hit points. Use multiple
short rests in a day, but roll no more
hit dice than your current level.
Long Rest 8 hour rest, 2 hours
max of short rest activity, regain all
lost hit points and of total hit dice.
One long rest per 24 hours.

CRITICAL HITS/FAILS
20 is a Critical hit
Always Hits
Roll Damage Dice Twice
Add modifiers once
1 is always a miss

VISION & LIGHT


Lightly Obscured Dim light,
Disadvantage on Wis (Perception)
Heavily Obscured Darkness,
creatures suffer Blinded condition.

TRAVEL & MOVEMENT

LIVING EXPENSES

Pace
Fast
Normal
Slow

Lifestyle
Wretched
Squalid
Poor
Modest
Comfortable
Wealthy
Aristocratic

Minute
400 feet
300 feet
200 feet

Hour
4 miles
3 miles
2 miles

Day
30 miles
24 miles
18 miles

Effect
-5 to passive Wis

Stealth Possible

Forced March After 8 hours, DC10 + 1 (per hour) Con


save or gain Exhaustion.
Difficult Terrain Forest, Jungle, Mountains, Swamps
cause party to move at speed.
Food Character needs 1 lbs of food per day. 3+ Con
modifer days without food adds 1 level Exhaustion.
Water Character needs 1 gallon of water per day, 2 if
weather is hot. Drinking half required means DC 15 Con
save or gain Exhaustion. Drinking none means automatic
Exhaustion.
Foraging, Tracking Wisdom (Survival) check.
Climbing, Swimming, Crawling movement cost
doubles (triples if difficult terrain). Strength (Athletics)
check may be required if Swimming or Climbing.
Jumping With ten foot run, long jump = Strength score,
high jump = 3 + Str modifier. Standing jump is that.
Each foot costs movement as usual. With high jump, add
1 your height for reaching. Jump higher or farther with
Strength (Athletics) check.

FOOD & LODGING


Item
Ale

Cost

Gallon
Mug
Banquet (per person)
Bread, loaf
Cheese, hunk
Inn stay (per day)
Squalid
Poor
Modest
Comfortable
Wealthy
Aristocratic
Meals (per day)
Squalid
Poor
Modest
Comfortable
Wealthy
Aristocratic
Meat, chunk
Wine
Common (pitcher)
Fine (bottle)

2 sp
4 cp
10 gp
2 cp
1 sp

DONNING ARMOR

EXCHANGE RATES

Category
Light Armor
Medium Armor
Heavy Armor
Shield

Coin
Copper (cp)
Silver (sp)
Electrum (ep)
Gold (gp)
Platinum (pp)

Don
1 min
5 min
10 min
1 action

Doff
1 min
1 min
5 min
1 action

Price/Day
1 sp
2 sp
1 gp
2 gp
4 gp
10+ gp

cp
1
10
50
100
1,000

sp
1/10
1
5
10
100

ep
1/50
1/5
1
2
20

gp
1/100
1/10
1/2
1
10

7 cp
1 sp
5 sp
8 sp
2 gp
4 gp
3 cp
6 cp
3 sp
5 sp
8 sp
2 gp
3 sp
2 sp
10 gp

pp
1/1,000
1/100
1/20
1/10
1

EQUIPMENT COSTS
Light Armor
Padded 5 gp
Leather 10 gp
Studded leather 45 gp
Medium Armor
Hide 10 gp
Chain shirt 50
Scale mail 50
Breastplate 400 gp
Half plate 750 gp
Heavy Armor
Ring mail 30 gp
Chain mail 75 gp
Splint 200 gp
Plate 1,500 gp
Shield
Shield 10 gp
Melee Weapons
Battleaxe 10 gp
Club 1 sp
Dagger 2 gp
Flail 10 gp
Glaive 20 gp
Greataxe 30
Greatclub 2 sp
Greatsword 50 gp
Halberd 20 gp
Handaxe 5 gp
Javelin 5 sp
Lance 10 gp
Light hammer 2 gp
Longsword 15 gp
Mace 5 gp
Maul 10 gp
Morningstar 15 gp
Pike 5 gp
Quarterstaff 2 sp
Rapier 25 gp
Scimitar 25 gp
Shortsword 10 gp
Sickle 1 gp
Spear 1 gp
Trident 5 gp
War pick 5 gp
Warhammer 15 gp
Whip 2 gp
Ranged Weapons
Blowgun 10 gp
Shortbow 25 gp
xbow, hand 75 gp Sling 1 sp
xbow, heavy 50 gp
xbow, light 25 gp
Dart 5 cp
Longbow 50 gp
Net 1 gp

Adventuring Gear
Abacus 2 gp
Acid (vial) 25 gp
Alch fire (flask) 50 gp
Ammunition
20 Arrows 1 gp
50 Blowgun 1 gp
20 xbow bolts 1 gp
20 Sling bullets 4 cp
Antitoxin (vial) 50 gp
Arcane focus
Crystal 10 gp
Orb 20 gp
Rod 10 gp
Staff 5 gp
Wand 10 gp
Backpack 2 gp
Ball bearings 1 gp
Barrel 2 gp
Basket 4 sp
Bedroll 1 gp
Bell 1 gp
Blanket 5 sp
Block and tackle 1 gp
Book 25 gp
Bottle, glass 2 gp
Bucket 5 cp
Caltrops 1 gp
Candle 1 cp
Case, xbow bolt 1 gp
Case, map/scroll 1 gp
Chain (10 feet) 5 gp
Chalk (1 piece) 1 cp
Chest 5 gp
Climber's kit 25 gp
Clothes
Common 5 sp
Costume 5 gp
Fine 15 gp
Travelers 2 gp
Comp pouch 25 gp
Crowbar 2 gp
Druidic focus
Mistletoe 1 gp
Totem 1 gp
Wooden staff 5 gp
Yew wand 10 gp
Fishing tackle 1 gp
Flask or tankard 2 cp
Grappling hook 2 gp 4
Hammer 1 gp
Hammer, sledge 2 gp
Healers kit 5 gp

Holy symbol
Amulet 5 gp
Emblem 5 gp
Reliquary 5 gp
Holy water 25 gp
Hourglass 25 gp
Hunting trap 5 gp.
Ink 10 gp
Ink pen 2 cp
Jug or pitcher 2 cp
Ladder (10-foot) 1 sp
Lamp 5 sp
Lantern, bullseye 10 gp
Lantern, hooded 5 gp
Lock 10 gp
Magnify glass 100 gp
Manacles 2 gp
Mess kit 2 sp
Mirror, steel 5 gp
Oil (flask) 1 sp
Paper 2 sp
Parchment 1 sp
Perfume (vial) 5 gp
Pick, miners 2 gp
Piton 5 cp
Poison, basic 100 gp
Pole (10-foot) 5 cp
Pot, iron 2 gp
Potion of healing 50 gp
Pouch 5 sp
Quiver 1 gp
Ram, portable 4 gp
Rations (1 day) 5 sp
Robes 1 gp
Rope (50 ft) 1 gp
Rope, silk (50 ft) 10 gp
Sack 1 cp
Scale, merchants 5 gp
Sealing wax 5 sp
Shovel 2 gp
Signal whistle 5 cp
Signet ring 5 gp
Soap 2 cp
Spellbook 50 gp
Spikes, iron (10) 1 gp
Spyglass 1,000 gp
Tent, two-person 2 gp
Tinderbox 5 sp
Torch 1 cp
Vial 1 gp
Waterskin 2 sp
Whetstone 1 cp

CONDITIONS
Blinded - Creature cant see and automatically fails any ability check that requires sight.
Attack rolls against the creature have advantage, and the creatures attack rolls have disadvantage.
Charmed - Creature can't attack the charmer or target the charmer with harmful abilities or spells.
The charmer has advantage on any ability check to interact socially with the creature.
Deafened - Creature cant hear and automatically fails any ability check that requires hearing.
Frightened - Creature has disadvantage on ability checks and attacks while the source is visible
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.
The condition ends if the grappler is incapacitated.
The condition also ends if an effect removes the grappled creature from the reach of the grappler.
Incapacitated - Creature cant 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. 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.
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.
Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Petrified - Creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid
inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
The creature is incapacitated, cant move or speak, and is unaware of its surroundings.
Attack rolls against the creature have advantage.
The creature automatically fails Strength and Dexterity saving throws.
The creature has resistance to all damage.
The creature is immune to poison and disease, but a poison or disease already in its system is suspended, not
neutralized.
Poisoned - Creature has disadvantage on attack rolls and ability checks.
Prone - Creatures only movement option is to crawl, unless it stands up (no longer Prone).
The creature has disadvantage on attack rolls.
Attack rolls have advantage if the attacker is within 5ft. Otherwise, attack roll has disadvantage.
Restrained - Creatures speed becomes 0, and it cant benefit from any bonus to its speed.
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.
The creature automatically fails Strength and Dexterity saving throws.
Attack rolls against the creature have advantage.
Unconscious - Creature is incapacitated, cant move or speak, and is unaware of its surroundings.
The creature drops whatever its holding and falls prone.
The creature automatically fails Strength and Dexterity saving throws.
Attack rolls against the creature have advantage.
Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

EXHAUSTION
Level
1
2
3
4
5
6

Effect
Disadvantage on ability checks
Speed halved
Disadvantage on attack rolls and saving throws
Hit point maximum halved
Speed reduced to 0
Death

Level increases as specified in the causing effect.


Creature suffers the effects of all lower levels
Finishing a long rest reduces a creature's exhaustion level
by 1, provided that the creature has also ingested some
food and drink.

ABILITY SCORES
Score
1
2-3
4-5
6-7
8-9
10-11
12-13
14-15
16-17
18-19
20-21
22-23
24-25
26-27
28-29
30

Modifier
-5
-4
-3
-2
-1
+0
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10

CREATURE SIZE
Size
Tiny
Small, Medium
Large
Huge
Gargantuan

Space
2 by 2 ft
5 by 5 ft
10 by 10 ft
15 by 15 ft
20 by 20 ft & up

D&D 5e
DM Screen

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