ase a} be ) SCREEN
RIENNIGARINAT EDCONE
Artack
You mate a melee or ranged weapon attack
Cast a SPELL
You cast a cantrip or a spell of Ist level or higher
See the spel’s casting time
Das
You gain extra movement equal to your speed (plus
any modifiers) forthe current turn.
Disencace
Your movement doesn't provoke opportunity
attack forthe rest ofthe turn,
Dovce
Until the start of your next turn, any attack rll
made against you has disadvantage fyou can see
the attacker, and you make Dexterity saving throws
with advantage. You lose this benefit ifyou are
incapacitated or if your speed drops to 0.
Hew
‘You help one creature with 2 task, giving that
creature advantage on the next ability checkit
makes for that task. Or you distract one creature
Within 5 feet of you, and the next attack rll that
anally of yours makes against that creature has
advantage.
Whichever option you choose, the advantage
foes away once used or when your next turn starts,
Hive
You make a Dexterity (Stealth) checkin an attempt
to became hidden—unseen and unhestd
Reavy
‘You wait for a particular circumstance before you
‘act, which lets you act using your reaction before
the start of your next turn. You must decide in
advance (a) what perceivable circumstance will
trigger your reaction and (b) the action you will take
in response to that trigger.
you ready a spell, it must have a casting time of
1 action, and you must concentrate onit until you
release it
Search
You make a Wisdom (Perception) check or an
Intelligence (Investigation) check to ind something.
Use a Macic trem
You use a magic item that requires your action for
itsuse
Use an Onjecr
You use an abject, other than a magic item, that
requires your action for its use.
Use A Speciat AsiLity
You use a class feature or other special ability that
requires your action forts use.
Lone Jump
Move 10+ feet and jump a numberof feet up to your Strength
score, When you make a standing long jump, you can leap only
half that distance,
Hich Jum i
Move 10+ fst andjomp a nuribe feet equal t 3 your
Strength modifier. When you make a standing high jum, you
can jum only hal that stance
SUFFOCATING
You can hold your breath for 3 number of minutes equal to 1 =
your Constitution modifier (minimum of 30 seconds)
Ifyou run out of breath or you'e choking, you can survive
for a number of rounds equal to your Constitution modifier
(rinimum of 1 round). At the stat of your next turn, you drop
1to0 hit points and are dying, and you cant regain hit points or
be stabilized until you can breathe again
CONCENTRATION
Ia spell must be maintained with concentration, its description
specifies how long you can concentrate oni You can end
concentration at any time (no action required). The following
factors can break your concentration
You cast another spell that requires concentration,
You take damage. Succeed on a Constitution saving throw to
‘maintain your concentration, with a DC equal o 10 or half the
damage you take, whichever number i higher
You're incapacitated or killed.
You're overwhelmed by an enormous distraction, such as
‘wave crashing into you. Sueceed on a DC 10 Constitution
saving throw to maintain your concentration.
MIR)
Move up to your speed.
Communicate with speech, gestures, or both.
Interact with one objector feature ofthe environment 2s you
move or take your action. To interact with 2 second object,
take the Use an Object action.
BLINDED
+ A 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
+ A charmed creature can't attack the charmer or target the
charmer with harmful abilities or magical effects
+ The charmer has advantage on any ability check to interact
socially withthe creature,
DEAFENED.
+ A deafened creature can't hear and
automatically fails any ability check that
requires hearing.
FRIGHTENED.
+ A frightened creature has disadvantage on
ability checks and attack rolls while
the source ofits fear is within line
of sight.
The creature cant willingly mave
closer tothe source of ts fear.
Grappien
“+ Agrappled creature's speed
becomes 0, and itcan't benefit
from any bonus to its speed
The condition ends ifthe
rappler is incapactated
(eee the condition)
+ The condition alo ends ifan efect
removes the grappled creature fram the
reach of the grappler or granpling effect,
such a5 when a creature is hucled away by
the thunderwave spell
IncaPacitAaTED.
+ An incapacitated creature can't take actions
ene
Invisiece
+ An 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 ay noise it makes or any
tracks it leaves.
Attack rolls against the creature have =
disadvantage, and the creature’ attack alls
have advantage
Paratyzeo.
+ Aparalyzed creature is incapacitated
(Gee the condition} and can’t move or speak
“The creature automatically fails Strength and
Dexterity saving throws.
+ Attack lls against the creature
have advantage.
Any attack that hits the creature isa critical
hit ifthe ettacker is within 5 feet of the creature.
PerRiFieD
+ A petrified creature is transformed, along with any
rronmagical abject it is wearing or carrying, into a
sold inanimate substance (usualy stone). Its weight
increases bya factor often, and it ceaces aging
The creature is incapacitated (see the condition),
can't move or speak, and is unaware ofits
surroundings
‘tack rlls against the creature have advantage.
The creature autornatically ails Strength and
Dexterity saving throws,
The creature has resistance to all damage.
+ The creature is immune to poison and disease,
although a poison or disease already in its
system is suspended, not neutralize.
Poisoneo,
+ poisoned creature has disadvantage on attack
rolls and ability checks
PRONE
+ A prone creature's only movement option is to raw, unless
itstands up and thereby ends the condition,
+ The creature has disadvantage on attack ols
+ Anattack cll against the creature has advantage ifthe
&
attacker is within 5 fet ofthe creature. Otherwise
the attack rol has disadvantage.
Resteaineo
+ 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
+ Astunned creature is incapacitated (see the
condition), can't move, and can speak only falteringly
+ The creature automaticaly fails Strength and
Dexterity saving throws.
+ Attack rolls agains the creature have advantage
Unconscious
+ An unconscious creature is incapacitated (see the condition)
can't move or speak, and is unaware of its surroundings.
+ The creature drops whatever it's holding and falls prone.
+ The creature automaticaly fails Strength and Dexterity
saving throws
+ Attack rolls against the creature have advantage
+ oy atack that hits the creature isa critical hit ifthe
attacker i within 5 feet ofthe creature,
EXHAUSTION
Level Effect |
1 Disadvantage on ability checks
2 Speed halved
3. Disadvantage on attack ols and saving throws
4 Hit point maximum halved
5 Speed reduced 100
6 Death
SETTING A DC
Difficulty
Very easy
Easy
Moderate
Hard
Very hard
Nearly impossible
oc
5
10
5
20
35
30
Trackinc DCs
Ground Surface
Soft surface such as snow
Dirtor grass
Bare stone
Each day since the creature passed
(Creature left a tall such as blood
DAMAGE By LEVEL AND SeveRITY
Level
1
5-10
nas
7-20
Setback
1610
2610
4ai0
y0a10
Osject Hit Points
Size
‘Tiny (bottle, Tock)
Small (chest, lute)
‘Medium (barrel, chandelier)
Large (car, 10:Ft-by-10-A window)
Osject Armor Class
Substance
loth, paper, rope
Crystal, glass ce
Wood, bone
Stone
ac
u
3
6
W
Dangerous
2410
440
10410
18d10
Fragile
2 (168)
3 (166)
4 (148)
5 (110)
Substance
leon, steel
‘thea!
‘Adarmantine
SKILLS AND ASSOCIATED ABILITIES
ski
‘Acrobatics
‘Animal Handling
‘ica
Athletics
Deception
History
Insight
Intimidation
Investigation
Ability
Dexterity
Wisdom
Inteligence
Strength
Charisma
Intelligence
Wisdom
Charisma
Intelligence
Deadly
4d10
od10
wsat0
24d10
Resilient
Sada)
10 (346)
18 (4d)
27 (5410)
ac
®
2
Medicine
Nature
Perception
Performance
Persuasion
Religion
Sleight of Hand
Stealth
Survival
bs
Ability
Wisdom
Inteligence
Wisdom
Charisma
Charisma
Inteligence
Dexterity
Dexterty
Wisdom
‘TRAVEL PACE
Distance Traveled per
Pace Minute Hour Day
fect
Fast 400 feet 4 miles 30 miles -5 penalty to passive
‘Wisdom (Perception) scores
Normal 300 feet 3miles 24miles —
Slow 200feet 2miles 18-miles Able touse stealth
Services
Service Pay
Coach cab
Between towns 3p per mile
Within a city Vee
Hireling
Skiled 2ep per day
Untrained 2p per day
Messenger 2ep permile
Road or gate toll Yep
Ship's passage 1Vspper mile
OsscureD Areas
Obscureness Effect Examples
Lightly ‘Creatures have disadvantage Dim light, patchy fog,
obscured on Wisdom (Perception) moderate foliage
checks that rely on sight.
Heavily Vision is blocked; creatures Darkness, opaque
obscured —_ate effectively blinded fog, dense foliage
ENCOUNTER DISTANCE
Terrain
Arctic, desert, farmland, or grassland
Forest, swamp, or woodland
Hills or wastelands
Jungle
Mountains
Audible Distance
“eying to be quiet
‘Normal noise level
Very loud
Visibility Outdoors
Clear day, no obstructions.
Rain
Foe
From a height
Encounter Distance
46 x 10 feet
248 x 10 feet
2410 x 10 feet
246 x 10 feet
4410 10 feet
246 «5 feet
26 x 10 feet
246 50 feet
2mniles
1 mile
100 to 300 feet
«20
Cover
Cover
effec
Half cover +2 bonus to ACand Dexterity
Three-quarters
Total cover
Licht
Source
‘Candle
Lamp
Lantern, bullseye
Lantern, hooded
Lowered hood
Torch
Snes creas
the opposite side of the cover
‘5 bonus to AC and Desert saving throws
Aegina tacks and effects that originate on
ietpsaa Sart cover
‘Can't be targeted directly by an attack ora spell
right Light Dim Light Duration
sh. 45 hour
asf 430%. Ghours
GOfcone 460. hours
30 ft +30ft. — Ghours
= st =
20 ft 420%. Thour
Foon, Drink, AND LODGING
tem
Ale
Gallon
soa
Banquet (per person)
Breadloaf
Cheese, hunk
In toy (per dey)
Squad
Poor
Comfortable
Wealthy
Aristoctatic
‘Meat, chunk
Wine
‘Common (pitcher)
Fine bot)
EF tweeSU Re LC cay
screen features a panoramic vision of a poor soul
bome aloft by an ancient red dragon. The inside
of this revised screen features rules references
Petters aes
Seer eRe /
the Dungeon Master® to easily see beyond the
‘screen and reach over, even as it keeps die rolls,
renee tren ee
+ It also provides an at-a-glance reference
a eee caste od
DAOC ea ea et
skill levels with essential support.
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