Dd5e Dm Screen a4

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  • D&D 5E DM Screen

    Last Revision: 2/23/[email protected]

    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

    Attack Make a Melee or Ranged attackCast a Spell Cast a spell with 1 action casting timeDash - Double movement of your current speedDisengage - Your movement does not provoke opportunity attacks for the rest of your turnDodge - Creatures attacks against you are at a disadvantage until your next turn. You get advantage on Dexterity saving throws. Ends if incapacitatedHelp - Creature you aid gets advantage on ability checks, or attacks against a creature within 5 ft of youHide - Make a Dex (Stealth) check against Wisdom (Perception) of creature. On success, you are an Unseen attacker and have advantage on attacksReady - Prepare a Reaction for a particular circumstance, which you can take later in the roundSearch - Wis (Perception) or Int (Investigate) ability check to find somethingUse an Object Use an object that requires an action for its use

    ADVANTAGE

    Blinded TargetParalyzed TargetProne Target (5ft Melee)Restrained TargetStunned TargetUnconscious TargetAttacking While HiddenAttacking While InvisibleAttacking when Helped

    DISADVANTAGE

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

    TASK DC

    Very Easy 5Easy 10Medium 15Hard 20Very Hard 25Nearly Impossible 30

    COVER (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

    DEATH & DYINGDamage reduces creature to zero or less hit points

    Instant Death: If remaining damage (below zero) meets or exceeds max hp of creatureBleeding Out: If creature doesnt die, they are at 0 hp and unconscious, and must make Death SavesHealing: If creature is healed they become consciousDeath 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 diesTake 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 diesFirst Aid: DC 10 Wis(Medicine) or 1 use of Healers Kit stabilizes creatureStable: 0 hit points, unconscious, no Death Saves, wake with 1 hp in 1d4 hours. If damage is taken, Death Saves start over

    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 feetEscape - Holder Str (Athletics) vs Str (Athletics) or Dex (Acrobatics)

    VISION & LIGHT

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

    SKILLS

    Strength AthleticsDexterity Acrobatics Slight of hand Stealth Pick lock Disable trapIntelligence Arcana Nature Religion History Investigation

    Wisdom Animal Handling Insight Medicine Perception SurvivalCharisma Deception Persuasion Intimidation

    CRITICAL HITS/FAILS

    20 is a Critical hit Always Hits Roll Damage Dice Twice Add modifiers once

    1 is always a miss

    RESTINGShort 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.

  • EXCHANGE RATESCoin cp sp ep gp ppCopper (cp) 1 1/10 1/50 1/100 1/1,000Silver (sp) 10 1 1/5 1/10 1/100Electrum (ep) 50 5 1 1/2 1/20Gold (gp) 100 10 2 1 1/10Platinum (pp) 1,000 100 20 10 1

    LIVING EXPENSESLifestyle Price/DayWretched -Squalid 1 spPoor 2 spModest 1 gpComfortable 2 gpWealthy 4 gpAristocratic 10+ gp

    FOOD & LODGING

    Item CostAle

    Gallon 2 spMug 4 cp

    Banquet (per person) 10 gpBread, loaf 2 cpCheese, hunk 1 spInn stay (per day)

    Squalid 7 cpPoor 1 spModest 5 spComfortable 8 spWealthy 2 gpAristocratic 4 gp

    Meals (per day)Squalid 3 cpPoor 6 cpModest 3 spComfortable 5 spWealthy 8 spAristocratic 2 gp

    Meat, chunk 3 spWine

    Common (pitcher) 2 spFine (bottle) 10 gp

    TRAVEL & MOVEMENTPace Minute Hour Day EffectFast 400 feet 4 miles 30 miles -5 to passive WisNormal 300 feet 3 miles 24 miles Slow 200 feet 2 miles 18 miles 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.

    DONNING ARMORCategory Don DoffLight Armor 1 min 1 minMedium Armor 5 min 1 minHeavy Armor 10 min 5 minShield 1 action 1 action

    EQUIPMENT COSTSLight Armor Padded 5 gp Leather 10 gp Studded leather 45 gpMedium 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 gpShield Shield 10 gpMelee 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 gpRanged Weapons Blowgun 10 gp xbow, hand 75 gp xbow, heavy 50 gp xbow, light 25 gp Dart 5 cp Longbow 50 gp Net 1 gp

    Adventuring GearAbacus 2 gpAcid (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 gpArcane 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 gpBasket 4 sp Bedroll 1 gp Bell 1 gpBlanket 5 sp Block and tackle 1 gp Book 25 gp Bottle, glass 2 gp Bucket 5 cpCaltrops 1 gp Candle 1 cp Case, xbow bolt 1 gpCase, map/scroll 1 gpChain (10 feet) 5 gpChalk (1 piece) 1 cpChest 5 gp Climber's kit 25 gpClothes Common 5 sp Costume 5 gp Fine 15 gp Travelers 2 gp Comp pouch 25 gpCrowbar 2 gp Druidic focus Mistletoe 1 gp Totem 1 gp Wooden staff 5 gp Yew wand 10 gpFishing tackle 1 gpFlask or tankard 2 cpGrappling hook 2 gp 4Hammer 1 gpHammer, sledge 2 gpHealers 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 gpInk pen 2 cpJug or pitcher 2 cpLadder (10-foot) 1 spLamp 5 spLantern, bullseye 10 gp Lantern, hooded 5 gpLock 10 gpMagnify glass 100 gpManacles 2 gpMess kit 2 spMirror, steel 5 gpOil (flask) 1 spPaper 2 spParchment 1 spPerfume (vial) 5 gpPick, miners 2 gpPiton 5 cp Poison, basic 100 gp Pole (10-foot) 5 cpPot, iron 2 gpPotion of healing 50 gp Pouch 5 spQuiver 1 gpRam, portable 4 gpRations (1 day) 5 spRobes 1 gpRope (50 ft) 1 gpRope, silk (50 ft) 10 gpSack 1 cpScale, merchants 5 gp Sealing wax 5 spShovel 2 gpSignal whistle 5 cpSignet ring 5 gpSoap 2 cpSpellbook 50 gpSpikes, iron (10) 1 gpSpyglass 1,000 gpTent, two-person 2 gpTinderbox 5 spTorch 1 cpVial 1 gpWaterskin 2 spWhetstone 1 cp

    Shortbow 25 gp Sling 1 sp

  • CONDITIONSBlinded - 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.

    EXHAUSTIONLevel Effect1 Disadvantage on ability checks2 Speed halved3 Disadvantage on attack rolls and saving throws4 Hit point maximum halved5 Speed reduced to 06 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 levelby 1, provided that the creature has also ingested somefood and drink.

    CREATURE SIZE

    Size SpaceTiny 2 by 2 ftSmall, Medium 5 by 5 ftLarge 10 by 10 ftHuge 15 by 15 ftGargantuan 20 by 20 ft & up

    ABILITY SCORES

    Score Modifier1 -52-3 -44-5 -36-7 -28-9 -110-11 +012-13 +114-15 +216-17 +318-19 +420-21 +522-23 +624-25 +726-27 +828-29 +930 +10

    D&D 5e DM Screen

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