You are on page 1of 4

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 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

You might also like