February 19, 2017 | Author: Antonio Eleuteri | Category: N/A
D&D 5E DM Screen Last Revision: 9/29/2014
[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/
STANDARD ACTIONS
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 Dodge - Creatures attacks against you are at a disadvantage until your next turn. You get advantage on Dexterity saving throws. Ends if incapacitated Disengage - Your movement does not provoke opportunity attacks for the rest of your turn 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 aganist 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 Unconcious 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 Wisdom Animal Handling Insight Medicine Perception Survival Charisma Deception Persuasion Intimidation
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 One Size Difference Attacker’s 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 Instant Death Remaining damage after zero is greater than max hp of creature Unconscious If creature doesn’t die instantly, they are at 0 hp and unconscious Death Saving Throws: Roll 1d20 10 or above is a success 9 or below is a failure •1 is two failures 20 you regain 1 hp On your 3rd success they become stable On your 3rd failure they die Take damage while at 0 hp On Hit suffer one failed death save On Critical Hit, suffer two If damage meets or exceeds creatures max hp, they die First Aid DC 10 Wisdom (Medicine) to stabilize
TASK DC Very Easy Easy Medium Hard Very Hard Nearly Impossible
CRITICAL HITS/FAILS 20 is a Critical hit Always Hits Roll Damage Dice Twice, add modifiers once 1 is a miss Regardless of modifiers
COVER 5 10 15 20 25 30
Half Cover Three Quarter
+2 ac +5 ac
Prone: Ranged attacks at more than 5 feet are disadvantaged.
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 ½ 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 ½ that. Each foot costs movement as usual. With high jump, add 1½ 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 xbow, hand 75 gp xbow, heavy 50 gp xbow, light 25 gp Dart 5 cp Longbow 50 gp Net 1 gp Shortbow 25 gp Sling 1 sp
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 Traveler’s 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 Healer’s 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, miner’s 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, merchant’s 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
EXHAUSTION
Blinded - Creature can’t see and automatically fails any ability check that requires sight. Attack rolls against the creature have advantage, and the creature’s 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 can’t 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 can’t willingly move closer to the source of its fear. Grappled - Creature’s 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 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. The creature’s location can be detected by any noise it makes or any tracks. Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage. Paralyzed - Creature is incapacitated and can’t 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 w earing 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, can’t move or speak, and is unaware o f 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 - Creature’s 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 - Creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage. The creature has disadvantage on Dexterity saving throws. Stunned - Creature is incapacitated, can’t 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, can’t move or speak, and is unaware of its surroundings. The creature drops whatever it’s 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.
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 2½ by 2½ ft 5 by 5 ft 10 by 10 ft 15 by 15 ft 20 by 20 ft & up
D&D 5e DM Screen