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DM Screen 2024 Edition | PDF | Grappling
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DM Screen 2024 Edition

The document outlines various conditions that can affect characters in gameplay, detailing their effects on abilities, attacks, and movement. It also includes rules for actions, damage severity, travel terrain, and the mechanics of concentration and saving throws. Additionally, it provides information on light sources, object armor class, and the impact of different terrains on travel pace and encounters.

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asheraryam
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0% found this document useful (0 votes)
3K views4 pages

DM Screen 2024 Edition

The document outlines various conditions that can affect characters in gameplay, detailing their effects on abilities, attacks, and movement. It also includes rules for actions, damage severity, travel terrain, and the mechanics of concentration and saving throws. Additionally, it provides information on light sources, object armor class, and the impact of different terrains on travel pace and encounters.

Uploaded by

asheraryam
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Conditions

Blinded requires its target to be seen unless the effect’s


creator can somehow see you. Any equipment you are
Can’t See. You can’t see and automatically fail any wearing or carrying is also concealed.
ability check that requires sight. Attacks Affected. Attack rolls against you have
Attacks Affected. Attack rolls against you have Disadvantage, and your attack rolls have Advantage. If
Advantage, and your attack rolls have Disadvantage. a creature can somehow see you, you don’t gain this
benefit against that creature.
Charmed
Can’t Harm the Charmer. You can’t attack the
Paralyzed
charmer or target the charmer with damaging abilities Incapacitated. You have the Incapacitated condition.
or magical effects. Speed 0. Your Speed is 0 and can’t increase.
Social Advantage. The charmer has Advantage on any Saving Throws Affected. You automatically fail
ability check to interact with you socially. Strength and Dexterity saving throws.
Attacks Affected. Attack rolls against you have
Deafened Advantage.
Can’t Hear. You can’t hear and automatically fail any Automatic Critical Hits. Any attack roll that hits you is
ability check that requires hearing. a Critical Hit if the attacker is within 5 feet of you.

Exhaustion Petrified
Exhaustion Levels. This condition is cumulative. Each Turned to Inanimate Substance. You are
time you receive it, you gain 1 Exhaustion level. You transformed, along with any nonmagical objects you
die if your Exhaustion level is 6. are wearing and carrying, into a solid inanimate
d20 Tests Affected. When you make a d20 Test, the substance (usually stone). Your weight increases by a
roll is reduced by 2 times your Exhaustion level. factor of ten, and you cease aging.
Speed Reduced. Your Speed is reduced by a number Incapacitated. You have the Incapacitated condition.
of feet equal to 5 times your Exhaustion level. Speed 0. Your Speed is 0 and can’t increase.
Removing Exhaustion Levels. Finishing a Long Rest Attacks Affected. Attack rolls against you have
removes 1 of your Exhaustion levels. When your Advantage.
Exhaustion level reaches 0, the condition ends. Saving Throws Affected. You automatically fail
Strength and Dexterity saving throws.
Frightened ***Resist Damage. ***You have Resistance to all
Ability Checks and Attacks Affected. You have damage.
Disadvantage on ability checks and attack rolls while Poison Immunity. You have Immunity to the Poisoned
the source of fear is within line of sight. condition.
Can’t Approach. You can’t willingly move closer to the
source of fear.
Poisoned
Ability Checks and Attacks Affected. You have
Grappled Disadvantage on attack rolls and ability checks.
Speed 0. Your Speed is 0 and can’t increase.
Attacks Affected. You have Disadvantage on attack
Prone
rolls against any target other than the grappler. Restricted Movement. Your only movement options
Movable. The grappler can drag or carry you when it are to crawl or to spend an amount of movement
moves, but every foot of movement costs it 1 extra equal to half your Speed (round down) to right
foot unless you are Tiny or two or more sizes smaller yourself and thereby end the condition. If your Speed
than it. is 0, you can’t right yourself.
Attacks Affected. You have Disadvantage on attack
Incapacitated rolls. An attack roll against you has Advantage if the
Inactive. You can’t take any action, Bonus Action, or attacker is within 5 feet of you. Otherwise, that attack
Reaction. roll has Disadvantage.
No Concentration. Your Concentration is broken.
Speechless. You can’t speak.
Restrained
Surprised. If you’re Incapacitated when you roll Speed 0. Your Speed is 0 and can’t increase.
Initiative, you have Disadvantage on the roll. Attacks Affected. Attack rolls against you have
Advantage, and your attack rolls have Disadvantage.
Invisible Saving Throws Affected. You have Disadvantage on
Surprise. If you’re Invisible when you roll Initiative, Dexterity saving throws.
you have Advantage on the roll.
Concealed. You aren’t affected by any effect that
Conditions (Cont.) you can reach a distance equal to the height of the
jump plus 1½ times your height.
Stunned
Incapacitated. You have the Incapacitated condition.
Actions
Saving Throws Affected. You automatically fail Action Summary
Strength and Dexterity saving throws. Attack Attack with a weapon or an Unarmed Strike.
Attacks Affected. Attack rolls against you have Dash For the rest of the turn, give yourself extra
Advantage.) movement equal to your Speed.
Disengage Your movement doesn’t provoke Opportunity
Unconscious Attack for the rest of the turn.
Inert. You have the Incapacitated and Prone Dodge Until the start of your next turn, attack rolls
conditions, and you drop whatever you’re holding. against you have Disadvantage, and you make
When this condition ends, you remain Prone. Dexterity saving throws with Advantage. You lose
Speed 0. Your Speed is 0 and can’t increase. this benefit if you have the Incapacitated
Attacks Affected. Attack rolls against you have condition or if your Speed is 0.
Advantage. Help Help another creature’s ability check or attack
Saving Throws Affected. You automatically fail roll, or administer first aid.
Strength and Dexterity saving throws. Hide Make a Dexterity (Stealth) check.
Automatic Critical Hits. Any attack roll that hits you is Influence Make a Charisma (Deception, Intimidation,
a Critical Hit if the attacker is within 5 feet of you. Performance, or Persuasion) or Wisdom (Animal
Unaware. You’re unaware of your surroundings. Handling) check to alter a creature’s attitude.
Magic Cast a spell, use a magic item, or use a magical
Improvising Damage Ready*
feature.
Prepare to take an action in response to a trigger
Dice Examples you define.
1d10 Burned by coals, hit by a falling bookcase, pricked by Search Make a Wisdom (Insight, Medicine, Perception,
a poison needle or Survival) check.
2d10 Struck by lightning, stumbling into a firepit Study Make an Intelligence (Arcana, History,
4d10 Hit by falling rubble in a collapsing tunnel, tumbling Investigation, Nature, or Religion) check.
into a vat of acid Utilize Use a nonmagical object.
10d10 Crushed by compacting walls, hit by whirling steel
*Uses a reaction to activate. Spells using the “Ready”
blades, wading through lava
action must be a casting time of an action, uses
18d10 Submerged in lava, hit by a crashing flying fortress
expended resource to cast it, and requires
24d10 Tumbling into a vortex of fire on the Elemental Plane
Concentration.
of Fire, crushed in the jaws of a godlike creature or a
moon-size monster
Concentration
Damage Severity These factors break your Concentration.
Character Levels Nuisance Deadly Another Concentration Effect. You lose
1–4 5 (1d10) 11 (2d10) Concentration on an effect the moment you start
5–10 11 (2d10) 22 (4d10) casting a spell that requires Concentration or activate
11–16 22 (4d10) 55 (10d10) another effect that requires Concentration.
17–20 55 (10d10) 99 (18d10)
Damage. If you take damage, you must succeed on a
Long Jump Constitution saving throw to maintain Concentration.
The DC equals 10 or half the damage taken (round
Move 10+ feet, and jump a number of feet up to your down), whichever number is higher, up to a maximum
Strength score. When you make a standing Long DC of 30.
Jump, you can leap only half that distance. Each foot
you jump costs a foot of movement. Incapacitated or Dead. Your Concentration ends if
you have the Incapacitated condition or you die.

High Jump Tool Proficiency


Move 10+ feet and jump a number of feet equal to 3
plus your Strength modifier. When you make a If you have proficiency with a tool, add your
standing High Jump, you can jump only half that Proficiency Bonus to any ability check you make that
distance. Each foot you jump costs a foot of uses the tool. If you have proficiency in a skill that’s
movement. used with that check (e.g. Sleight of Hand with
You can extend your arms half of your height. Thus, Thieves’ Tools), you have Advantage on the check, too.
Skills Saving Throw
SKILL ABILITY Examples
Acrobatics Dexterity
Animal Handling Wisdom Ability Make a Save To…
Arcana Intelligence Strength Physically resist direct force
Athletics Strength Dexterity Dodge out of harm’s way
Deception Charisma Constitution Endure a toxic hazard
History Intelligence Intelligence Recognize an illusion as fake
Insight Wisdom Wisdom Resist a mental assault
Intimidation Charisma Charisma Assert your identity
Investigation Intelligence
Medicine
Nature
Wisdom
Intelligence
Typical Difficulty
Perception Wisdom Classes
Performance Charisma
Persuasion Charisma Task Difficulty DC
Religion Intelligence Very easy 5
Sleight Of Hand Dexterity Easy 10
Stealth Dexterity Medium 15
Survival Wisdom Hard 20
Very hard 25

Death Saving Throws Nearly impossible 30

When you start your turn with 0 HP, roll 1d20, and Light Sources
you succeed on a 10+.
Source Bright Light Dim Light Duration
Third Success. You become Stable. Candle 5 feet 5 feet 1 hour
Third Failure. You die. Lamp 15 feet 30 feet 6 hours
Rolling a 1. Counts as two failures. Lantern, 60-foot Cone 60 feet 6 hours
Rolling a 20. You regain 1 Hit Point. Bullseye
Lantern, 30 feet (none with 30 feet (5 feet with 6 hours
If you take damage at 0 HP, it counts as a failed Death Hooded hood lowered) hood lowered)
Save or two failures if the damage is from a Critical Torch 20 feet 20 feet 1 hour
Hit.

Object Armor Class Obscured Areas


Obscurement Effect Examples
AC Substance Lightly Creatures have Dim light,
11 Cloth, paper, rope Obscured Disadvantage on Wisdom patchy fog,
13 Crystal, glass, ice (Perception) checks that rely moderate foliage
15 Wood on sight
17 Stone Heavily Creatures have the Blinded Darkness, heavy
19 Iron, steel Obscured condition fog, dense
21 Mithral foliage
23 Adamantine

Object Hit Points Food, Drink, &


Lodging
Size Fragile Resilient
Tiny (bottle, lock) 2 (1d4) 5 (2d4) Item Cost Item Cost
Small (chest, lute) 3 (1d6) 10 (3d6) Ale (mug) 4 CP Meal
Medium (barrel, chandelier) 4 (1d8) 18 (4d8) Bread (loaf) 2 CP Squalid 1 CP
Large (cart, dining table) 5 (1d10) 27 (5d10) Cheese (wedge) 1 SP Poor 2 CP
Inn Stay per Day Modest 1 SP

Audible Distance Squalid


Poor
7 CP
1 SP
Comfortable
Wealthy
2 SP
3 SP
Modest 5 SP Aristocratic 6 SP
Noise Distance
Comfortable 8 SP Wine (bottle)
Trying to be quiet 2d6 × 5 feet
Wealthy 2 GP Common 2 SP
Normal noise level 2d6 × 10 feet
Aristocratic 4 GP Fine 10 GP
Very loud 2d6 × 50 feet
Travel Terrain
MAXIMUM ENCOUNTER FORAGING NAVIGATION SEARCH
TERRAIN PACE DISTANCE DC DC DC
Arctic Fast* 6d6 x 10 feet 20 10 10
Coastal Normal 2d10 × 10 feet 10 5 15
Desert Normal 6d6 × 10 feet 20 10 10
Forest Normal 2d8 × 10 feet 10 15 15
Grassland Fast 6d6 × 10 feet 15 5 15
Hill Normal 2d10 × 10 feet 15 10 15
Mountain Slow 4d10 × 10 feet 20 15 20
Swamp Slow 2d8 × 10 feet 10 15 20
Underdark Normal 2d6 × 10 feet 20 10 20
Urban Normal 2d6 × 10 feet 20 15 15
Waterborne Special+ 6d6 × 10 feet 15 10 15

*Appropriate equipment (such as skis) is necessary to keep up a Fast pace in Arctic terrain.
+Characters’ rate of travel while waterborne depends on the vehicle carrying them.

Travel Pace equip/unequip one item (unless they have the Dual
Wielder feat).
Distance Traveled Per __
Pace Minute Hour Day Effect
Mastery Properties
Property Effect
Fast 400 ft 4 mi 30 Imposes Disadvantage on Cleave If you hit a creature with a melee attack roll using
mi Wisdom (Perception or Survival) this weapon, you can make a melee attack roll with
and Dexterity (Stealth) checks. the weapon against a second creature within 5 feet
Normal 300 ft 3 mi 24 Imposes Disadvantage on of the first that is also within your reach. On a hit,
mi Dexterity (Stealth) checks. the second creature takes the weapon’s damage,
Slow 200 ft 2 mi 18 Grants Advantage on Wisdom but don’t add your ability modifier to that damage
mi (Perception or Survival) checks. unless that modifier is negative. You can make this
extra attack only once per turn.
Coverage & AC Graze If your attack roll with this weapon misses a
creature, you can deal damage to that creature
Coverage Benefit equal to the ability modifier you used to make the
Half Cover +2 bonus to AC and Dexterity saving attack roll. This damage is the same type dealt by
throws the weapon, and the damage can be increased only
Three-Quarters +5 bonus to AC and Dexterity saving by increasing the ability modifier.
Cover throws Nick When you make the extra attack of the Light
Total Cover can’t be targeted directly property, you can make it as part of the Attack
action instead of as a Bonus Action. You can make
If behind more than one degree of cover, a target this extra attack only once per turn.
benefits only from the most protective degree. Push If you hit a creature with this weapon, you can push
the creature up to 10 feet straight away from
Equipping & Sap
yourself if it is Large or smaller.
The creature that is hit by this weapon has
Unequipping During Disadvantage on its next attack roll before the start
of your next turn.
Combat Slow If you hit a creature with this weapon and deal
A character can do the following during their turn: damage to it, you can reduce its Speed by 10 feet
until the start of your next turn. If the creature is hit
• Free Object Interaction. Each character has one more than once by weapons that have this property,
free object interaction per turn. Characters can use the Speed reduction doesn’t exceed 10 feet.
this to equip/unequip a weapon or item(e.g. sword, Topple If you hit a creature with this weapon, you can force
staff, wand, bow, etc.) , which includes picking up/ the creature to make a Constitution saving throw
dropping a weapon. (DC 8 plus the ability modifier used to make the
• Action. As part of their action, a character can attack roll and your Proficiency Bonus). On a failed
equip/unequip a weapon or item This includes save, the creature has the Prone condition.
picking up/dropping a weapon. Vex If you hit a creature with this weapon and deal
damage to the creature, you have Advantage on
In this way, character can unequip a weapon and
your next attack roll against that creature before the
equip another weapon in their turn. They can only
end of your next turn.

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