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 Stunned Target Perception opportunity attacks 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 Attacking While Hidden Pick lock Charisma disadvantage until your next turn. You get advantage on Attacking While Invisible Dex Saves: Disable trap Deception Dexterity saving throws. Ends if incapacitated Attacking when Helped Squeezing Intelligence Persuasion Help - Creature you aid gets advantage on ability checks, Arcana Intimidation or attacks against a creature within 5 ft of you DAMAGE, DEATH & DYING Nature Hide - Make a Dex (Stealth) check against Wisdom Religion (Perception) of creature. On success, you are an Unseen Damage reduces creature to zero or less hit points History attacker and have advantage on attacks Investigation Instant Death: If remaining damage (below zero) meets or Ready - Prepare a Reaction for a particular circumstance, exceeds max hp of creature which you 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 unconscious, and must make Death Saves check to find something Healing: If creature is healed they become conscious Short Rest no strenuous activity for Use an Object Use an object that requires an Death Save: at the start of creatures turn, roll 1d20 one hour, roll hit dice + Con modifier action for its use 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 9 or below is a failure hit dice than your current level. OPPORTUNITY ATTACKS 1 is two failures Long Rest 8 hour rest, 2 hours max of short rest activity, regain all On your 3rd success, creature becomes stable On your 3rd failure, creature dies lost hit points and of total hit dice. Hostile creature you see leaves your reach Take damage while Bleeding Out One long rest per 24 hours. Need unused reaction to make attack On a Hit, suffer one failed Death Save Attack interrupts the creatures movement Disengage prevents OA, as does teleport, or forced On Critical Hit, suffer two failed Death Saves CRITICAL HITS/FAILS If damage meets or exceeds creatures max hp, it dies movement First Aid: DC 10 Wis(Medicine) or 1 use of Healers Kit 20 is a Critical hit stabilizes creature GRAPPLING & SHOVING Stable: 0 hit points, unconscious, no Death Saves, wake with Always Hits Roll Damage Dice Twice 1 hp in 1d4 hours. If damage is taken, Death Saves start over Add modifiers once Target - max size is one size larger, and is within reach
Attackers Str (Athletics) vs Defenders Str (Athletics)
TASK DC COVER (AC or Dex Save) 1 is always a miss or Dex (Acrobatics) Very Easy 5 Half Cover Easy 10 Three Quarter +2 VISION & LIGHT Success - Grappled, Held Speed is 0 +5 Medium 15 Your Speed halved unless Held is 2 sizes smaller Hard 20 Prone - Ranged attacks Shoved Target prone or moved 5 feet against Prone creatures have Lightly Obscured Dim light, Very Hard 25 Disadvantage on Wis (Perception) Escape - Holder Str (Athletics) vs Str (Athletics) or Dex Nearly Impossible 30 advantage when attacker is (Acrobatics) adjacent, otherwise have Heavily Obscured Darkness, disadvantage creatures suffer Blinded condition. TRAVEL & MOVEMENT LIVING EXPENSES EQUIPMENT COSTS Pace Minute Hour Day Effect Lifestyle Price/Day Light Armor Wretched - Padded 5 gp Adventuring Gear Fast 400 feet 4 miles 30 miles -5 to passive Wis Normal 300 feet 3 miles 24 miles Squalid 1 sp Leather 10 gp Poor 2 sp Studded leather 45 gp Slow 200 feet 2 miles 18 miles Stealth Possible Medium Armor Abacus 2 gp Modest 1 gp Acid (vial) 25 gp Holy symbol Hide 10 gp Comfortable 2 gp Alch fire (flask) 50 gp Amulet 5 gp Forced March After 8 hours, DC10 + 1 (per hour) Con Wealthy 4 gp Chain shirt 50 Ammunition Emblem 5 gp Scale mail 50 save or gain Exhaustion. Aristocratic 10+ gp Breastplate 400 gp 20 Arrows 1 gp Reliquary 5 gp Holy water 25 gp Difficult Terrain Forest, Jungle, Mountains, Swamps Half plate 750 gp 50 Blowgun 1 gp Hourglass 25 gp Heavy Armor 20 xbow bolts 1 gp cause party to move at speed. FOOD & LODGING Ring mail 30 gp 20 Sling bullets 4 cp Antitoxin (vial) 50 gp Hunting trap 5 gp. Ink 10 gp Chain mail 75 gp Ink pen 2 cp Food Character needs 1 lbs of food per day. 3+ Con Splint 200 gp Arcane focus Jug or pitcher 2 cp modifer days without food adds 1 level Exhaustion. Item Cost Plate 1,500 gp Crystal 10 gp Ladder (10-foot) 1 sp Ale Shield Orb 20 gp Water Character needs 1 gallon of water per day, 2 if Rod 10 gp Lamp 5 sp weather is hot. Drinking half required means DC 15 Con Gallon 2 sp Shield 10 gp Staff 5 gp Lantern, bullseye 10 gp Mug 4 cp Melee Weapons Lantern, hooded 5 gp save or gain Exhaustion. Drinking none means automatic Wand 10 gp Battleaxe 10 gp Lock 10 gp Banquet (per person) 10 gp Backpack 2 gp Exhaustion. Club 1 sp Ball bearings 1 gp Magnify glass 100 gp Bread, loaf 2 cp Dagger 2 gp Manacles 2 gp Barrel 2 gp Cheese, hunk 1 sp Flail 10 gp Mess kit 2 sp Foraging, Tracking Wisdom (Survival) check. Inn stay (per day) Glaive 20 gp Basket 4 sp Mirror, steel 5 gp Bedroll 1 gp Greataxe 30 Oil (flask) 1 sp Squalid 7 cp Bell 1 gp Paper 2 sp Greatclub 2 sp Blanket 5 sp Climbing, Swimming, Crawling movement cost Poor 1 sp Greatsword 50 gp Parchment 1 sp Block and tackle 1 gp doubles (triples if difficult terrain). Strength (Athletics) Modest 5 sp Halberd 20 gp Perfume (vial) 5 gp Book 25 gp Comfortable 8 sp Handaxe 5 gp Pick, miners 2 gp check may be required if Swimming or Climbing. Bottle, glass 2 gp Piton 5 cp Wealthy 2 gp Javelin 5 sp Bucket 5 cp Jumping With ten foot run, long jump = Strength score, Lance 10 gp Poison, basic 100 gp Aristocratic 4 gp Caltrops 1 gp Pole (10-foot) 5 cp high jump = 3 + Str modifier. Standing jump is that. Light hammer 2 gp Candle 1 cp Meals (per day) Longsword 15 gp Pot, iron 2 gp Each foot costs movement as usual. With high jump, add Case, xbow bolt 1 gp Squalid 3 cp Mace 5 gp Case, map/scroll 1 gp Potion of healing 50 gp 1 your height for reaching. Jump higher or farther with Pouch 5 sp Poor 6 cp Maul 10 gp Chain (10 feet) 5 gp Strength (Athletics) check. Morningstar 15 gp Quiver 1 gp Modest 3 sp Chalk (1 piece) 1 cp Ram, portable 4 gp Pike 5 gp Chest 5 gp Comfortable 5 sp Quarterstaff 2 sp Rations (1 day) 5 sp Climber's kit 25 gp Wealthy 8 sp Rapier 25 gp Robes 1 gp Clothes Rope (50 ft) 1 gp Aristocratic 2 gp Scimitar 25 gp Common 5 sp Rope, silk (50 ft) 10 gp Meat, chunk 3 sp Shortsword 10 gp Costume 5 gp Sickle 1 gp Sack 1 cp Wine Fine 15 gp Scale, merchants 5 gp Spear 1 gp Common (pitcher) 2 sp Trident 5 gp Travelers 2 gp Sealing wax 5 sp Fine (bottle) 10 gp Comp pouch 25 gp Shovel 2 gp War pick 5 gp Crowbar 2 gp Signal whistle 5 cp Warhammer 15 gp DONNING ARMOR EXCHANGE RATES Whip 2 gp Ranged Weapons Druidic focus Mistletoe 1 gp Signet ring 5 gp Soap 2 cp Totem 1 gp Spellbook 50 gp Blowgun 10 gp Wooden staff 5 gp Spikes, iron (10) 1 gp xbow, hand 75 gp Category Don Doff Coin cp sp ep gp pp Yew wand 10 gp Spyglass 1,000 gp xbow, heavy 50 gp Copper (cp) 1 1/10 1/50 1/100 1/1,000 Fishing tackle 1 gp Tent, two-person 2 gp Light Armor 1 min 1 min xbow, light 25 gp Flask or tankard 2 cp Tinderbox 5 sp Medium Armor 5 min 1 min Silver (sp) 10 1 1/5 1/10 1/100 Dart 5 cp Grappling hook 2 gp 4 Torch 1 cp Electrum (ep) 50 5 1 1/2 1/20 Longbow 50 gp Heavy Armor 10 min 5 min Net 1 gp Hammer 1 gp Vial 1 gp Shield 1 action 1 action Gold (gp) 100 10 2 1 1/10 Hammer, sledge 2 gp Waterskin 2 sp Shortbow 25 gp Platinum (pp) 1,000 100 20 10 1 Healers kit 5 gp Whetstone 1 cp 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 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 cant 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 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. Incapacitated - Creature cant 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 food and drink. 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. ABILITY SCORES D&D 5e Paralyzed - Creature is incapacitated and cant move or speak. The creature automatically fails Strength and Dexterity saving throws. Score Modifier DM Screen Attack rolls against the creature have advantage. 1 -5 Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. 2-3 -4 Petrified - Creature is transformed, along with any nonmagical object it is wearing or carrying, into a 4-5 -3 solid 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 16-17 +3 suspended, not neutralized. 18-19 +4 20-21 +5 Poisoned - Creature has disadvantage on attack rolls and ability checks. 22-23 +6 Prone - Creatures only movement option is to crawl, unless it stands up (no longer Prone). 24-25 +7 The creature has disadvantage on attack rolls. 26-27 +8 Attack rolls have advantage if the attacker is within 5ft. Otherwise, attack roll has disadvantage. 28-29 +9 Restrained - Creatures speed becomes 0, and it cant benefit from any bonus to its speed. 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. Attack rolls against the creature have advantage. Size Space Unconscious - Creature is incapacitated, cant move or speak, and is unaware of its surroundings. Tiny 2 by 2 ft The creature drops whatever its 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