dnd 5e dm screen

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STRENGTH Represents bodily power, athletic training Mods melee attack and damage rolls (also ranged attack of melee weapon with thrown property, ex. handaxe, spear, dagger) Athletics - climb, jump, swim Push, Drag, Lift - 30 lbs x STR score Carry – 60 lbs x STR score Long Jump – equal to STR score in feet from 10' running start, half from standing, landing in difficult terrain DEX DC10 or fall prone High Jump – equal to 3' + STR mod from 10' running start, half from standing, vertical reach is jump height +1.5 character height DEXTERITY Measures agility, reflexes, and balance Mods ranged attack and damage rolls (also melee attack of weapon with the finesse property, ex. rapier, whip, dagger) Mods AC when wearing light armor and medium armor (max 2), no armor 10+DEX Acrobatics – balance, stunts (dive, roll, flip) Sleight of Hand – manual trickery, pickpocket Stealth – hide, sneak vs. WIS (Perception) Proficiency with thieves' tools added when picking locks or disarming traps CONSTITUTION Measures health, stamina, and vital force Added to Hit Die roll for hit points Spellcasters taking damage must succeed on CON save DC10 or half damage (whichever is higher) to maintain concentration Hold breathe for one minute + CON mod, then a number of rounds equal to CON mod One gallon water per day (x2 in extreme heat), if only half-ration succeed on DC15 CON save or suffer one level of exhaustion One pound of food per day, can go 3 days + CON mod before one level of exhaustion Exhaustion – L1: disadv on ability checks, L2: speed halved, L3: disadv on attack and saving throws, L4: hit point max halved, L5: speed reduced to zero, L6: death INTELLIGENCE Measures mental acuity, accuracy of lore recall, and ability to reason Arcana – spells, magic items, symbols, planes History – events, people, kingdoms, wars Nature – terrain, plants, animals, weather Religion – deities, rites, prayers, cults Investigation – search, look for clues and make deductions based on those clues WISDOM Reflects how attuned to the world one is, perceptiveness, and intuition Animal Handling – calm domesticated animal or mount, intuit their intentions and attempt risky maneuvers on mount Insight – interpreting body language, speech, and mannerisms of creatures, sense motive Medicine – stabilize a dying companion or diagnose an illness Perception – search, spot, listen, detect secret door, trap, passive 10+mod, +/-5 adv Survival – forage, track, hunt, navigate terrain, avoid natural hazards CHARISMA Measures ability to interact with others, confidence, eloquence, and personality Deception – misleading others, wearing a disguise, cheating, bluffing Intimidation – influencing someone with threats of a personal or physical nature to obtain information or compliance Performance – entertaining others with music, dance, acting, storytelling Persuasion – influencing someone with tact, social graces, or good nature typically to foster friendship or make a cordial request

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DnD 5e DM Screen

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  • STRENGTHRepresents bodily power, athletic training

    Mods melee attack and damage rolls (also ranged attack of melee weapon with thrown property, ex. handaxe, spear, dagger)

    Athletics - climb, jump, swim

    Push, Drag, Lift - 30 lbs x STR score

    Carry 60 lbs x STR score

    Long Jump equal to STR score in feet from 10' running start, half from standing, landing in difficult terrain DEX DC10 or fall prone

    High Jump equal to 3' + STR mod from 10' running start, half from standing, vertical reach is jump height +1.5 character height

    DEXTERITYMeasures agility, reflexes, and balance

    Mods ranged attack and damage rolls (also melee attack of weapon with the finesse property, ex. rapier, whip, dagger)

    Mods AC when wearing light armor and medium armor (max 2), no armor 10+DEX

    Acrobatics balance, stunts (dive, roll, flip)

    Sleight of Hand manual trickery, pickpocket

    Stealth hide, sneak vs. WIS (Perception)

    Proficiency with thieves' tools added when picking locks or disarming traps

    CONSTITUTIONMeasures health, stamina, and vital force

    Added to Hit Die roll for hit points

    Spellcasters taking damage must succeed on CON save DC10 or half damage (whichever is higher) to maintain concentration

    Hold breathe for one minute + CON mod, then a number of rounds equal to CON mod

    One gallon water per day (x2 in extreme heat), if only half-ration succeed on DC15 CON save or suffer one level of exhaustion

    One pound of food per day, can go 3 days + CON mod before one level of exhaustion

    Exhaustion L1: disadv on ability checks, L2: speed halved, L3: disadv on attack and saving throws, L4: hit point max halved, L5: speed reduced to zero, L6: death

    INTELLIGENCEMeasures mental acuity, accuracy of lore recall, and ability to reason

    Arcana spells, magic items, symbols, planes

    History events, people, kingdoms, wars

    Nature terrain, plants, animals, weather

    Religion deities, rites, prayers, cults

    Investigation search, look for clues and make deductions based on those clues

    WISDOMReflects how attuned to the world one is, perceptiveness, and intuition

    Animal Handling calm domesticated animal or mount, intuit their intentions and attempt risky maneuvers on mount

    Insight interpreting body language, speech,and mannerisms of creatures, sense motive

    Medicine stabilize a dying companion or diagnose an illness

    Perception search, spot, listen, detect secret door, trap, passive 10+mod, +/-5 adv

    Survival forage, track, hunt, navigate terrain, avoid natural hazards

    CHARISMAMeasures ability to interact with others, confidence, eloquence, and personality

    Deception misleading others, wearing a disguise, cheating, bluffing

    Intimidation influencing someone with threats of a personal or physical nature to obtain information or compliance

    Performance entertaining others with music, dance, acting, storytelling

    Persuasion influencing someone with tact, social graces, or good nature typically to foster friendship or make a cordial request

  • CONDITIONSBlinded - automatically fails any ability checkthat requires sight, attacks vs creature have advantage, creatures attacks have disadvantage

    Charmed - cant attack charmer, charmer hasadvantage on check to interact

    Deafened - auto-fails any check that requireshearing

    Frightened - disadvantage on ability checks and attack rolls while the source of its fear is within line of sight, cant willingly move closer to the source of its fear

    Grappled speed reduced to zero

    Incapacitated can't take actions

    Invisible - impossible to see without magic ora special sense. creature is heavily obscured. can be detected by noise or tracks, Attacks vscreature have disadvantage, creatures attacks have advantage

    Paralyzed - incapacitated, cant move/speak.automatically fails STR and DEX save, attack rolls against have advantage. critical hit if within 5 of creature

    Petrified weight increases by x 10, incapacitated, cant move or speak,unaware of surroundings. attacks against have advantage, auto-fails STR and DEXsave, resistance to all damage, immune

    Poisoned - disadvantage on attack rolls andability checks

    Prone - disadvantage on attacks, attacks vs creature have advantage if within 5, otherwise, attack has disadvantage

    Restrained - speed becomes 0, attacks vs creature have advantage, and creatures attacks have disadvantage, and on DEX save

    Stunned - incapacitated, cant move, and canspeak barely, auto-fails STR and DEX save,attack rolls against have advantage

    Unconscious incapacitated, cant move/speak, unaware of surroundings.drops what its holding and falls prone,auto-fails STR and DEX save, attack rolls against have advantage, critical hit if within 5 of creature

    DEATHFall unconscious at zero hit points, taking more negative damage than maximum hit point total results in instant death

    Saving Throws every turn, roll 1d20, on 10 or higher you succeed, after three successes,become stable, three failures results in death

    Roll 1 or 20 1 counts as two fails, 20 regain 1 hit point

    Damage at 0 death save fail, if crit, 2 fails

    Stabilize the Dying DC10 Wis (Med) check, remains unconscious

    TRAVEL Pace Minute Hour Day EffectFast 400' 4 miles 30 miles -5 WIS(Per)Normal 300' 3 miles 24 miles --Slow 200' 2 miles 18 miles StealthForced March, max 8 hours, succeed on CON save DC10 +1 for every hour past, or one level of exhausted

    Difficult Terrain movement halved, ex. dense forest, deep swamp, rubble-filled ruins, steep mountain, ice-covered ground

    Climbing, Swimming, Crawling movement halved, plus 1 extra foot in difficult terrain, may require STR (Athletics)

    Falling 1d6 bludgeoning damage for every ten feet, max 20d6, land prone, standing from prone cost half movement speed

    VISIONLightly Obscured dim light, patchy fog, moderate foliage, disadv on WIS (Perception)

    Heavily Obscured darkness, opaque fog, dense foliage, blinded condition

    Darkvision see in darkness as if dim light (lightly obscured), only shades of gray

    RESTShort Rest 1 hour, eat, drink, spend hit die

    Long Rest 8 hours, sleep or light activity, regain spent hit die equal to half of total, restore one level of exhaustion

  • COMBAT1. Determine surprise.2. Establish positions, marching order.3. Roll initiative with DEX modifier.4. Take turns in order.5. Begin next round, repeat 4.

    Ranged Attacks, Close Combat - disadvantage if hostile creature that can see attacker is within 5'

    Opportunity Attack when creature moves out of reach, use reaction to make one melee attack, interrupts movement

    Two Weapons when attacking with light melee weapon, use bonus action to attack with light melee in other hand, don't add ability modifier to damage roll

    Critical Hit 20 on attack roll, always hits, roll all damage dice twicea roll of 1 on an attack always misses

    Cover half cover: +2 AC and DEX saves,three-quarters cover: +5 AC and DEX saves

    Resistance and Vulnerability halves and doubles damage, respectively

    Mounted Combat mounting during movement costs half your speed, make DEX DC10 save when mount is moved by an effect or fall prone, if mount is knocked prone, use reaction to dismount as it falls to land on feet, a controlled mount can Dash, Disengage, and Dodge

    ACTIONSDash double movement speed

    Disengage prevent opportunity attacks

    Dodge until start of next turn, attacks have disadvantage against you if attacker is visible and advantage on DEX saves

    Help grant advantage on next ability check or attack roll of an ally

    Hide DEX (Stealth) contested by WIS (Perception), creatures trying to attack an unseen target have disadvantage, a hidden attacker gains advantage on distracted target

    Ready prepare to launch an attack or take an action when a trigger occurs, this uses a reaction, only one reaction per round

    Search WIS (Perception) or INT (Investigation) check

    Grapple target no larger than one size, make STR (Athletics) contested by STR (Athletics) or DEX (Acrobatics) of target, same check to escape, movement halved

    Shove melee attack, knock prone or push target 5' away, no larger than one size, make STR (Athletics) contested by STR (Athletics) or DEX (Acrobatics) of target

    Underwater Combat disadv on melee attacks unless dagger, javelin, shortsword, spear, or trident, disadv on ranged unless crossbow, net, or thrown, long range miss

    TRAPSDanger Save DC AttackSetback 10-11 +3 to +5Dangerous 12-15 +6 to +8Deadly 16-20 +9 to +12Level Setback Dangerous Deadly1-4 1d10 2d10 4d105-10 2d10 4d10 10d1011-16 4d10 10d10 18d1017-20 10d10 18d10 24d10

    OBJECTSSubstance AC Substance ACCloth, paper, rope 11 Iron, steel 19Crystal, glass, ice 13 Mithral 21Wood, bone 15 Adamantine 23Stone 17

    OBJECT HIT POINTSSize Fragile ResilientTiny (bottle, lock) 2 (1d4) 5 (2d4)Small (lute, chest) 3 (1d6) 10 (3d6)Medium (canoe, barrel) 4 (1d8) 18 (4d8)Large (10' window, cart) 5 (1d10) 27 (5d10)

    IMPROVISING DAMAGE1d10 Falling bookcase, burned by coals2d10 Struck by lightning, falling into fire pit4d10 Collapsing tunnel , vat of acid10d10 Whirling steel blades, wade through lava 18d10 Struck by asteroid, submerged in lava24d10 Swallowed by black hole

  • WEATHERD20 Temperature1-14 Normal for the season15-17 1d4x10 degrees colder than normal18-20 1d4x10 degrees hotter than normalD20 Wind1-12 None13-17 Light18-20 StrongD20 Precipitation1-12 None13-17 Light rain or light snowfall18-20 Heavy rain or heavy snowfall

    Extreme Cold below 0 degrees, succeed onDC10 CON save each hour or gain exhaustionresist or immune auto-succeeds, as do creatures wearing cold weather gear

    Extreme Heat above 100 degrees, creature exposed to heat without water must succeedon CON save each hour or gain exhaustion, DC5 first hour, +1 each add, medium and heavy armor wearers have disadvantage on save, resist or immune fire auto-succeeds

    Strong Wind disadvantage on ranged attacks and WIS (Perception) checks reliant on hearing, also sight during sandstorm, flying creatures must land or fall

    Heavy Precipitation area is lightly obscured, disadvantage on WIS (Perception) checks reliant on sight or hearing

    WILDERNESSHigh Altitude 10,000' above sea level, eachhour counts as two for determining travel, creatures can become acclimated to high altitude by spending 30 days at elevation

    Quicksand covers 10' square area, 10' deep, sink 1d4+1', become restrained, escape is STR DC10 +number of feet sunk (or DC5 +#of feet if pulling out an ally),completely submerged can't breathe

    Frigid Water immersed for number of minutes equal to CON score, each minute after, CON DC10 save or gain exhaustion

    Razorvine 10' x 10' x 5' thick hedge has AC 11, 25 HP, immune to bludgeoning, piercing, or psychic damage, succeed on DEX DC10 save or take 5(1d10) slashing

    Slippery Ice difficult terrain, succeed on DEX (Acrobatics) DC10 save or fall prone

    Thin Ice weight tolerance of 3d10x10lbs per 10' square area

    Desecrated Ground undead standing on area have advantage on all saves

    Navigation with map, view of stars, advantage on check WIS (Survival), on fail party becomes lost, 1d6 hours to get back Terrain DCForest, jungle, swamp, mountain 15Arctic, desert, hills 10Grassland, meadow, farmland 5

    DUNGEONSBrown Mold feeds on warmth, covers 10' square area, frigid within 30', make DC 12 CON save, 22(4d10) damage on fail, half on success, immune to fire, expands towards a source of fire, any cold damage destroys

    Green Slime acidic, devours organic material and metal on contact, covers 5' square, has blindsight 30', can't move, drops from wall or ceiling, DC 10 DEX save to avoid,5 (1d10) acid damage on contact and each turn after until removed, deals 11 (2d10) acid damage to nonmagical wood or metal, sunlight, cure disease, cold, fire, or radiant damage destroys

    Webs difficult terrain, succeed on DC12 DEX save or become restrained, DC12 STR (Athletics) or DEX (Acrobatics) to escape,each 10' web has AC10, 15HP, vulnerable tofire, immune to bludgeoning, piercing and psychic damage

    Yellow Mold grows in dark, covers 5' square, when touched ejects cloud of spores filling 10' cube, succeed on DC 15 CON save or take 11 (2d10) poison for one minute, 5 (1d10) at start of turn, ends on save, sunlight and fire instantly destroys

    Coin Cp Sp Ep Gp PpCopper 1 1/10 1/50 1/100 1/1000Silver 10 1 1/5 1/10 1/100Electrum50 5 1 1/2 1/20Gold 100 10 2 1 1/10Platinum 1000 100 20 10 1