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D&D DM Screen v2
D&D DM Screen v2
Measures bodily power, athleticism, and exerting physical force. Measures agility, reflexes, and balance. Measures health, stamina, and vital force.
Check Physical force and athleticism Check Agility, reflexes, and balance Check Stamina and health
Save Opposing force that would physically move or bind you Save Dodging out of harm’s way Save Enduring disease, poison, or hazards that saps vitality
Athletics Acrobatics Spell Concentration
Covers difficult situations you encounter while climbing, jumping, Attempt to stay on your feet in a tricky situation, such as when Normal activity, such as moving and attacking, doesn't interfere
or swimming. you're trying to run across a sheet of ice. with concentration. End concentration any time, with no action.
Checks to see if you can perform acrobatic stunts, including
Carrying, Lifting & Grapping dives, rolls, somersaults, and flips. Casting another spell that requires concentration - You lose
concentration on a spell if you cast another spell that requires
Carrying Capacity - Strength score multiplied by 15. Sleight of Hand concentration. You can't concentrate on two spells at once.
Push, Drag, or Lift - Up to twice your carrying capacity. While Attempt acts of legerdemain or manual trickery, such as planting
pushing or dragging weight in excess of your carrying capacity, something on someone else or concealing an object on yourself.
Taking Damage – DC 10 or 0.5 x Damage (whichever greater)
your speed drops to 5 feet. Could be contested vs WIS (Perception) Whenever you take damage while you are concentrating on a
spell, you must make a Constitution saving throw to maintain
Size and Strength - For each size category above Medium, Stealth your concentration. If you take damage from multiple sources,
double the creature's carrying capacity and the amount it can you make a separate saving throw for each source of damage.
Attempt to conceal yourself from enemies, slink past guards, slip
push, drag, or lift. For a Tiny creature, halve these weights.
away without being noticed, or sneak up on someone without Being Incapacitated or Killed - You lose concentration on a spell
being seen or heard.
Grappling – Contested vs STR (Athletics) or DEX (Acrobatics) if you are Incapacitated or if you die.
Hiding – Contested vs WIS (Perception)
Break bonds, fit in small spaces, force a door open/shut Disable traps, pick locks, steer cart, tie captive, wriggle free Drink, go without food, water or sleep, hold breath, march
Aural & Visual Perception Light Sources Mounted & Vehicular Travel
Condition Effect Examples Type Bright Dim Duration Weight Cost Type MPH Cost & Conditions
Lightly Disadvantage on WIS Dim light, patchy fog, Candle 5 ft + 5 ft 1 Hour1 -- 5 cp Horse, Riding 6 Gallop 8 MPH, 1 Hour per day
Obscured (Perception) relying on sight. or moderate foliage Lamp 15 ft + 30 ft 6 Hours1 1 lb. 5 sp Coach 3 3 cp per mile
Heavily Blocks vision entirely. Effectively Darkness, opaque Lantern, Bullseye 60 ft + 60 ft 6 Hours1 2 lb. 10 gp Coach, Magebred 5 3 sp per mile (H.Orien)
Obscured Blinded when trying to see. fog, or dense foliage & Everbright2 Cone to cone ∞ 2 lb. 45 gp Lightning Rail 30 5 sp per mile, standard car
Magical Nonmagical light can’t brighten Darkness(2nd Lvl), Lantern, Hooded3 30 ft + 30 ft 6 Hours1 2 lb. 5 gp Rowboat 1½ 3 MPH downstream
Darkness + Spell Description Hallow(5th Lvl) Torch 20 ft + 20 ft 1 Hour 1 lb. 1 gp Sailing Ship 2 1 sp per mile, wind permitting
Light, Cantrip 20 ft + 20 ft 1 Hour -- -- Elemental Galleon 10 5 sp per mile (H.Lyrandar)
Visibility Outdoors Audible Distances
Clear Day ~ 2 mi Being quiet 2d6 x 5 ft Daylight4, 3rd Lvl 60 ft + 60 ft 1 Hour -- -- Elemental Airship 20 1 gp per mile (H. Lyrandar )
Rain 1 mi Normal Noise 2d6 x 10 ft 1. Per 1 Pint of Oil 2. Can be fully shuttered, imbued with Continual flame Teleportation Circle -- Instant, 2,500 gp (H.Orien)
Fog 100-300 ft Very Loud 2d6 x 50 ft 3. As an action, lowering the hood reduces to dim light in a 5-foot radius
High Point x 20 Heavy Wind/Rain Disadvantage 4. If any of this spell's area overlaps with an area of darkness created by
a spell ≤ 3rd level, the spell that created the darkness is dispelled.
Tracking DC
Travel Rate Formulas Foot Travel Ground Surface DC
Rate Formula Pace Dist. Min/Hour/Day Effect Soft surface such as snow 10
1 Minute Speed x 10 = X ft Slow 200ft / 2mi / 18mi Use Stealth Dirt or grass 15
1 Hour Speed ÷ 10 = X mi Normal 300ft / 3mi / 24mi Bare stone 20
Daily Hourly Rate x 8 Hours Fast 400ft / 4mi / 30mi - 5 WIS (Perception) Each day since the creature passed +5
Slow Pace 0.666… x Rate Forced March > 8 hours, CON DC 10 + 1 at end of each Hour for 1 Exhaustion Creature left trails such as blood -5
Conditions Exhaustion
Type Effect Level Cumulative Effects
Can't see. Automatically fails any ability check that requires sight. 1 Disadvantage on ability checks
Blinded
Attack rolls against have advantage, and the creature's attack rolls have disadvantage. 2 Speed halved
Can't attack the charmer or target the charmer with harmful abilities or magical effects. 3 Disadvantage on attack rolls and saving throws
Charmed
The charmer has advantage on any ability check to interact socially with the creature. 4 Hit point maximum halved
Deafened A deafened creature can't hear and automatically fails any ability check that requires hearing. 5 Speed reduced to 0
Exhaustion See Exhaustion Chart, all effects are cumulative. 6 Death
Disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. *Greater Restoration or long rest reduces a creature’s
Frightened
The creature can't willingly move closer to the source of its fear. exhaustion by 1, provided that the creature has also
A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. The ingested some food and drink. Being raised from the
condition ends if the grappler is Incapacitated. dead reduces a creature’s exhaustion level by 1.
Grappled
Condition ends if an effect removes the grappled creature from the reach of the grappler or
grappling effect, such as when a creature is hurled away by the thunderwave spell.
Incapacitated An incapacitated creature can't take actions or reactions. Healing Potions
Impossible to see without the aid of magic or a special sense. For the purpose of hiding, the Item HP Value Rarity Cost*
Invisible creature is heavily obscured. Location can be detected by any noise or any tracks it makes. Healing 2d4 + 2 Common 50 gp
Attack rolls against have disadvantage, and the creature's attack rolls have advantage. Greater 4d4 + 4 Uncommon 200 gp
Incapacitated and can't move or speak. Automatically fails STR and DEX saving throws. Superior 8d4 + 8 Rare 200 pp
Paralyzed
Attack rolls against have advantage. Attacks that hit are a critical hits if attacker is within 5 feet. Supreme 10d4 + 20 Very Rare 2,000 pp
Transformed, with all nonmagical objects it’s wearing or carrying, into inanimate mass, and * Extrapolated from XGE Brewing Potions of Healing
Incapacitated. Weight x 10, ceases aging, can't move or speak, and unaware of its surroundings.
Petrified
Attack rolls against the creature have advantage, automatically fails STR and DEX saving throws.
Resistance to all damage, poison and disease immunity, active poison or disease are suspended. Short Rest (1+ Hour)
Poisoned A poisoned creature has disadvantage on attack rolls and ability checks.
Only movement is to crawl, unless it stands, ending the condition. Disadvantage on attack rolls. Doing nothing more strenuous than eating, drinking, reading, and tending to wounds.
Prone Attack rolls against has advantage if within 5 feet. Otherwise, the attack roll has disadvantage.
Standing costs half your speed, can't stand if you don't have enough left or if your speed is 0. Spend one or more Hit Dice at the end of a short rest, up to the character’s maximum
Speed becomes 0, can't benefit from any bonus to speed. Disadvantage on DEX saving throws. number of Hit Dice, equal to the character’s level. For each Hit Die spent, the player rolls
Restrained the die and adds the character’s CON modifier to it. The character regains HP equal to
Attack rolls against have advantage., and the creature's attack rolls have disadvantage.
the total (min of 0). Can spend more Hit Die after each roll.
Incapacitated, can't move, and can speak only falteringly. Automatically fails STR and DEX
Stunned
saving throws. Attack rolls against have advantage.
Incapacitated, can't move or speak, unaware of surroundings. The creature drops whatever it's
Unconscious holding and falls prone, automatically fails STR and DEX saving throws. Long Rest (≥ 8 Hours, once per 24h)
Attack rolls against have advantage. Attacks that hit are a critical hits if attacker is within 5 feet. Sleep for at least 6 hours and perform no more than 2 hours of light activity, including
standing watch. If the rest is interrupted — at least 1 hour of walking, fighting, casting
spells, or similar adventuring activity — must begin the rest again to gain benefit from it.
Suffocation
Holding Your Breath Out of Breath or Choking At the end of a long rest, regain all lost hit points. Regains spent Hit Dice, up half of the
1 + CON Mod = Survive for rounds equal to CON modifier (min 1 round). At the start of its next turn, character's total number of them (minimum of one). A character must have at least 1 hit
Minutes(min 30 sec) drops to 0 HP and is Dying, can't regain HP or be stabilized until it can breathe again. point at the start of the rest to gain its benefits.
Take One If you’re able to take an Action on this turn, you can also take one Bonus Action as
special ability, spell, or other feature states that you can.
Bonus Action You choose when to take a bonus action during your turn, unless the timing is specified.
Communicate however you are able, through brief utterances and gestures,
Communicate during your turn.
Interact With You can also interact with one object or feature of the environment for free, during
One Object either your move or your action. Dropping held objects usually will not count toward this.