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0% found this document useful (0 votes)
96 views3 pages

Printable DM Screen

Uploaded by

hanswolo.1111
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Strength Intelligence Wisdom Charisma

Athletics Arcana, History, Nature, Religion Insight, Perception Deception


Read a child; Contest Fast-talk or con someone, adopt a
Normal wall; tread in rough condition
Easy Easy Widely known information (common). prominent landmark or structure; far-off vs. disguise or impersonate another
water; jump over obsta Easy
sound of thunder signaling a coming WIS creature, tell a convincing lie or
Rope from overhang; swim in rough More obscure or specific information storm.
Medium Medium otherwise hide your true intentions.
water. (uncommon). Discern the leader of a group; the Intimidation
Wall with rare handholds; catch a rope; Truly esoteric or precise information intended message of a non-verbal talk;
Hard Hard Medium Scare a spineless noble in to handing
violent water. (rare). spot a natural-obscured object or feature; Easy
over their coin purse.
Very Slippery wall; climb vertically; stormy a conversation in the next room Pry information out of an uncooperative
Very Information that is known only by a
Hard waters. Guess at the enemy’s next action; Medium prisoner, convince street thugs to back
Hard privileged few (very rare)​
Feats of Strength, Other Hard well-hidden object or feature; a hushed down from a confrontation.
Investigation, Other conversation through a heavy door. Advise a guard that it might be best to
Struck/broken door; weak bindings; Obvious trap or a secret; simple idea with Nearly-invisible object or feature; read
Easy Easy Very look the other way this time around,
pull object loose. an intelligent creature; low-level illusion. the lips of a creature you can see but not Hard
Hard coerce an official in to signing a
Reinforced wooden door; hang on a hear. document .
Medium Typical trap; determine time or cause of
wagon. Survival Frighten a creature larger than you,
death of a recently deceased creature; Very
Medium Well-worn trail in a forest; tracks of a causing it to flee; stop an agitated mob in
Heavy locked/barred door; topple stone estimate the material worth of an item; Hard
Hard Easy creature through snow or mud; forage in their tracks.
statue. mid-level illusion.
a plentiful area; navigate on a clear night. Performance
Very Heavy reinforced door; hold door against Well-hidden trap, object, or area; forge a Abandoned or forgotten trail; track a Routine performance such as telling a
Hard water. Hard document or identify such a document; creature through a forest; forage in a Easy
story in a tavern or around a campfire.
high-level illusion. Medium sparse area; navigate on a cloudy night; Professional performance such as an
predict an oncoming storm; identify the inspiring speech or an impressive musical
Dexterity Magically-hidden trap, object, or area;
signs of nearby creatures . Medium display which may attract the attention
Acrobatics discern the purpose and process of a
Track over barren terrain; forage in a of a local troupe and lead to regional
Very complicated device or system; determine
Icy surface; turbulent situation; land harsh area; navigate through an alien fame.
Easy Hard the integrity of a structure, construct, or Hard
on difficult terrain. area on a cloudy night; predict Memorable performance which may
formation and identify any exploitable
Narrow edge; swing from chandelier tomorrow’s weather. Hard attract the attention of a local patron and
Moderate weak points.
and land. Very Track after rainfall; navigate an alien area lead to national fame.
Hard Cross a wildly swaying rope bridge. Hard on a stormy night. Extraordinary performance which may
Typical Difficulty Classes​​ Very
Walk across a tightrope; vault Animal Handling, Medicine, Other attract the attention of distant patrons
Very Hard Hard
over/under an enemy. Trivial​​ 5​​ Domesticated animal and even extraplanar beings.
Sleight of Hand Easy stabilize a dying creature outside of Persuasion
Easy​​ 10​​
Contest vs. Plant or steal an object on or from a combat; common ailment. Convince the mayor to allow your party
Easy
Perception target. Moderate​​ 15​​ Wild but otherwise peaceful animal; to help, calm a distraught person.
Stealth perform a complex maneuver while Persuade a group of highway thieves to
Hard​​ 20​​
mounted. Medium leave in peace, convince a friendly
Conceal from enemies; sneak past Medium
Contest vs. Very Hard​​ 25​​ Set a broken bone; stabilize a dying acquaintance that you know best.
targets; slip away while others are
Perception creature in the middle of combat; Convince a chamberlain to let your party
distracted . Nearly Impossible​​ 30​​
uncommon ailment. see the king, inspire or rally a crown of
Pick lock & Disarm trap (+ tool prof) Hard
Intuit a hostile animal’s next action; townsfolk, negotiate a peace between
Easy Simple lock; simple trap.
Constitution warring tribes.
Hard control an untrained mount
Moderate Typical lock Concentration rare ailment. Convince a sphinx that you are worthy of
Very
Hard Elaborate lock;average trap. DC10 or Taking damage or a circumstance to Very Calm a dangerous wild animal the secrets it guards, assure a dragon
Hard
Very Hard Masterwork lock;complex trap. half dmg cause you to lose concentration. Hard diagnose magical and divine ailments. you’re worth more alive than dead
Character Advancement Size Categories Object AC
Size Space Examples Substance AC Substance AC
Lv. XP Lv. XP Lv. XP Lv. XP
Hawk, Imp, Rat, Sprite Cloth, paper, rope 11 Iron, steel 19
Tiny 2.5 x 2.5 ft.
1 0 6 14,000 11 85,000 16 195,000 Crystal, glass, ice 13 Mithral 21
Giant Rat, Goblin, Kobold
Small 5 x 5 ft.
2 300 7 23,000 12 100,000 17 225,000 Wood, bone 15 Adamantine 23
Gnoll, Orc, Werewolf
Medium 5 x 5 ft.
Stone 17
3 900 8 34,000 13 120,000 18 265,000 10 x 10 ft. Chimera, Hippogriff, Ogre
Large
4 2,700 9 48,000 14 140,000 19 305,000 Cyclops, Fire Giant, Treant Object Hit Points
Huge 15 x 15 ft.
Size Fragile Resilient
5 6,500 10 64,000 15 165,000 20 355,000 Ancient Dragon, Kraken
Gargantuan 20+ x 20+ ft.
Tiny (bottle, lock) 2 (1d4) 5 (2d4)
Random Encounter Chances Small (chest, lute) 10 (3d6) 10 (3d6)

Area Examples Roll 1d20... Encounter Medium (barrel, chandelier) 18 (4d8) 18 (4d8)

Large (cart, 10ft. X 10ft. Window) 27 (5d10) 27 (5d10)


Well-traveled area A major trade route Day-night Cycle 20

During the day 17-20 Exhaustion


Uncivilized, unsettled, or unknown Seas known for piracy, uncharted
or
area wilderness At night Degree Effect
18-20
1 Disadvantage on ability checks
Per hour of travel 18-20
Dangerous area Underdark, Zombie-infested swamp Per 20 minutes of Rest during the day or 2 Speed halved
At night 19-20
3 Disadvantage on attack rolls and saving throws
17-20 4 HP maximum halved
Structure or formation populatedby
Enemy encampments, creatures’ lairs Per 15 minutes of Rest or Idle. or
hostiles 5 Speed reduced to zero
18-20
6 Death
Goods / Services
Improvised Damage
Food & Drinks Meals; Inn stay per day Services

Ale (Mug) 4 cp Squalid 7 cp Cab (in/between city) 1 cp/3 cp per mile Example Damage
Light blow, rudimentary trap, burn 1d6
Wine (common) 2 sp Poor 1 sp Un-/skilled hireling 2sp/ 2gp per d
Heavy blade, short fall, arcanic burst 1d10

Bread, loaf 2 cp Modest 5 sp Messenger 2 cp/mile Magic strike, crushed by object, large beast attack 2d10

Meat, chunk 3 sp Comfortable 8 sp Road/gate toll 1 cp Lava, medium fall, avalanche 3d10

1 sp/mile Long exposure to hazard, cave-in, explosion 4d10


Wealthy 2 gp Ship’s passage

Aristocratic 4 gp Lightning, long fall, eruption 5d10


Turn Options
Move up to your speed Take one action Communicate Interact with an object/environment

Conditions and States


Automatically fail any check requiring sight. Disadvantage on attack rolls. Attackers have Incapacitated and cannot move or speak. Automatically fail STR and DEX saving throws. Attackers
Blinded Paralyzed
advantage. have advantage and any attack that hits and is made from within 5 ft is a crit.
Weight increases by a factor of ten and no longer age. Cannot move or speak. Unaware of
Cannot attack the charmer or target them with harmful abilities or effects. Charmer has surroundings. Automatically fail STR and DEX saving throws. Attackers have advantage. Resistance
Charmed Petrified
advantage on interacting socially with the charmed creature. to all damage. Any poison or disease already afflicting the target is suspended and the target
become immune to poison and disease.
Deafened Automatically fail any ability check that requires hearing. Poisoned Disadvantage on attack rolls and ability checks.
Only movement option is crawl until standing up. Disadvantage on attack rolls. Attackers within 5
Considered heavily obscured for the purposes of hiding. Advantage on attack rolls. Attackers
Invisible Prone feet have advantage, otherwise they have disadvantage. Can stand up by using half of your total
have disadvantage.
movement speed.
At the end of a fall a creature takes 1d6 bludgeoning damage for every 10 feet they fell (max Speed reduced to 0. Disadvantage on attack rolls and DEX saving throws. Attackers have
Falling Restrained
20d6) . A creature who takes damage this way is knocked prone. advantage.
Considered one size category smaller for the purposes of movement through tight areas. Every
Disadvantage on ability checks and attack rolls while the source of the fear is within sight.
Frightened Squeezing foot of movement costs an extra foot. Disadvantage on attack rolls and Dexterity saving throws.
Cannot willingly move towards the source of the fear.
Attackers have advantage.
Speed reduced to 0. Ends when grappler is incapacitated, is no longer within reach, or fails a Incapacitated and cannot move. Ability to speak is impaired but not lost. Automatically fail
Grappled Stunned
skill contest. Strength and Dexterity saving throws. Attacks have advantage.
Incapacitated, cannot move or speak, and unaware of surroundings. Drop any held items and fall
Incapacitated Cannot take actions or reactions. Unconscious prone. Automatically fail STR and DEX saving throws. Attackers have advantage and any attack
that hits from within 5 feet is a crit.

Actions in Combat
Attack Make a melee or ranged attack.

Cast a spell Cast a cantrip or spell.

Dash Gain extra movement equal to speed (plus modifiers).

Disengage Your movement doesn't provoke opportunity attacks for the rest of the turn.

Dodge Until your next turn, attack rolls against you have disadvantage and you make DEX saving
throws with advantage.

Help Give one creature advantage on the next ability check it makes. Or distract one creature
within 5ft and the next attack an ally makes against it has advantage.

Hide Make a DEX check to try and become hidden.

Ready Hold an action until a specific circumstance happens. If using a spell, it must have a casting
time of one action.

Search Make a WIS (perception) or INT (investigation) check.

Use a magic item/object/ability Any item/object/ability that requires one action for its use.

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