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Cheatography

DM Screen Cheat Sheet (DRAFT) by

DM Screen for 5e running

This is a draft cheat sheet. It is a work in progress and is not finished yet.

Things to do on a Turn

Move up to your speed
Take one Action and one Bonus Action
Commun­icate with speech, gestures or both
Interact with one object or feature.

Actions

Attack
Make a melee or ranged attack
Cast a Spell
Cast a spell with a casting time of 1 action
Dash
Move your current speed a second time
Disengage
Your movement does not provoke attacks of opport­unity
Dodge
Attacks against you are at disadv­antage if movement is greater than 0 and not incapa­cit­ated. Advantage on Dex saves
Escape Grapple
Athletics or Acrobatic check contested by Grappler's Athletics check
Grapple
Target no more than 1 size larger. When attacking, forego weapon to attempt. Athletics check contested by Athletics or Acroba­tics. Target has Grappled Condition if successful
Help
Target gains advantage on next ability check before your next turn
Hide
Stealth check to become hidden
Improvise
Action not described here
Ready
Prep for action later in round. Must determine trigger. Spend reaction to perform readied action at end of trigger. Spells require concen­tration until triggered
Search
Perception or Invest­igation check
Shove
As Grapple but success is either target prone or 5' away (grapp­ler's choice)
Stabilize
Healer's Kit or Medicine Check (DC10) to stabilize dying creature

Intera­ctions

Draw or sheathe a weapon
Open or close a door
Withdraw an item from your pack
Pick up a dropped or unattended item
Hand an item to another player
Throw a lever or switch
Turn a key in a lock
Pull the hood of your cloak up
 

Suffoc­ation

Can hold breath for minutes equal to 1+ Con Mod (min 30 sec)
When out of breath or choking - survive for number of rounds equal to Con Mod (min 1)
Next turn drop to 0 hp -- cannot regain hp or be stabilized until able to breathe

Mounted Combat

Mount/­Dis­mount = 1/2 Movement speed
If you are knocked prone or mount is moved against its will, DC10 Dex save or fall off mount, landing prone.
If mount is knocked prone, can use reaction to dismount and land on feet, otherwise dismounted and knocked prone
While mounted either control mount or allow to act indepe­ndent. Intell­igent mounts act indepe­ndent
Control Mount: Initiative matches yours, moves as you direct, 3 actions: Dash, Disengage, Dodge
Indepe­ndent Mount: Retains initia­tive. Moves as it wishes
If mount provokes opport­unity attack, attacker can target mount or rider

Concen­tration

The following factors can break concen­tration
 ­ ­Casting another spell that requires concen­tration
 ­ ­Taking Damage. Con Save to keep concentration
 ­ ­DC=10 or half damage, whichever is higher
 ­ ­Inc­apa­citated or killed
 ­ ­Eno­rmous distraction
  DC 10 Con save to maintain

Falling

1d6 Bludge­oning for every 10' falling (max 20d6)
Land prone, unless you avoid taking damage

Improv­ising Damage

Burned by coals, Hit by falling bookcase
1d10
Struck by lightning, Stumbling into a fire
2d10
Hit by falling rubble, Step into vat of acid
4d10
Wading through lava, Crushed by rocks
10d10
Submerged in lava, Hit by crashing fort
18d10

Damage and Dying

Uncons­cious
0 hp
Death Saving Throws
Whenever turn starts at 0 hp.
10+ = success
3 successes = stable
3 failures = death
Roll of1 = 2 failures
Roll of 20 = stable and 1hp
Damage at 0 hp
Damage at 0 hp = death save fail
Crit = 2 fails
If damage is >= hp max, death

Cover

Degree
Effect
Half Cover
+2 to AC +2 To Dex save
3/4 Cover
+5 to AC +5 to Dex save
Total Cover
Cannot be targeted directly by att or spell

Surprise

Compare Stealth of hidden vs Passive Perception of opposing side
Anyone that fails is surprised
Surprised = no action, move or reaction first round of combat.
If neither side tries to be stealthy, no one is surprised

Stealth

Cant attempt if target is looking at you.
If their Passive Perception is higher than your Stealth roll, they detect you.
They can roll Perception if they are actively looking for you.
If you are hidden you have advantage on attack rolls against creatures that cannot see you.
Attacking out of Stealth reveals you
 

Donning and Doffing Armor

Category
Don
Doff
Light
1 min
1 min
Medium
5 min
1 min
Heavy
10 min
5 min
Shield
1 action
1 action

Spellc­asting Services

Formula for calcul­ating Spellc­asting services:
(Spell Level)2x10+(C­onsumed Materi­als­x2)­+(Non-
Consumed Materials x .1)

Tavern / Inn Prices

Item
Cost
Ale
--
 ­ ­Gallon
2sp
 ­ Mug
4cp
Inn Stay (per day)
--
 ­ ­Squalid
7cp
 ­ Poor
1sp
 ­ ­Modest
5sp
 ­ ­Com­for­table
8sp
 ­ ­Wealthy
2gp
 ­ ­Ari­sto­cratic
4gp
Meals (per day)
--
 ­ ­Squalid
3cp
 ­ Poor
6cp
 ­ ­Modest
3sp
 ­ ­Com­for­table
6sp
 ­ ­Wealthy
8sp
 ­ ­Ari­sto­cratic
2gp
Wine
--
  Common
  (pitcher)
2sp
  Fine
  (bottle)
10 gp

Resting

Short Rest
At least 1 hr : only eating, drinking, reading, tending wounds
Abilities and features refresh after a short rest
Can roll 1HD to regain hp= to Con bonus +HD roll. Can repeat.
Long Rest
At least 8 hrs, Once /24 hour period. Sleep and no more than 2 hrs light activi­ties.
Regain Long Rest features and abilities
Regain all lost hp
Regain half the HD expended (min 1)

Exhaustion

Lv
Effect
1
Disadv­antage on ability checks
2
Speed halved
3
Disadv­antage on attack rolls and saving throws
4
Hit point maximum halved
5
Speed reduced to 0
6
Death
*The effects of exhasution are cumula­tive.
*At the end of a long rest if a creature has had food or drink it decreases its level of Exhaustion by 1.

Light Sources

Source
Bright Light
Dim Light
Duration
Candle
5 ft
+5 ft
1 hour
Lamp
15 ft
+30 ft
6 hours
Lantern, Bullseye
60 ft cone
+60 ft
6 hours
Lantern, Hooded
30 ft
+30 ft
6 hours
Lowered Hood
--
+5 ft
--
Torch
20 ft
+20 ft
1 hour

Potions

Potion of
Rarity
Effect
Healing
Common
Heal 2d4+2
Greater Healing
Uncommon
Heal 4d4+4
Superior Healing
Rare
Heal 8d4+8
Climbing
Common
Gain Climb Speed
Poison
(looks like healing)
Uncommon
3d6 Poison damage

Character Advanc­ement

Level
Experience
Points
Prof.
Bonus
1
0
+2
2
300
+2
3
900
+2
4
2,700
+2
5
6,500
+3
6
14,000
+3
7
23,000
+3
8
34,000
+3
9
48,000
+4
10
64,000
+4
11
85,000
+4
12
100,000
+4
13
120,000
+5
14
140,000
+5
15
165,000
+5
16
195,000
+5
17
225,000
+6
18
265,000
+6
19
305,000
+6
20
355,000
+6

Weapons

Weapon
Cost
Damage
Properties
Club (2 lb)
1 sp
1d4 B
Light
Dagger (1lb)
2 gp
1d4 P
Finesse, Light, Thrown (20/60)
Greatclub (10 lb)
2 sp
1d8 B
Two-handed
Handaxe (2 lb)
5 gp
1d6 S
Light, Thrown (20/60)
Javelin (2 lb)
5 sp
1d6 P
Thrown (30/120)
Light Hammer (2 lb)
2 gp
1d4 B
Light, Thrown (20/60)
Mace (4 lb)
5 gp
1d6 B
Quarte­rstaff (4 lb)
2 sp
1d6 B
Versatile (1d8)
Sickle (2 lb)
1 gp
1d4 S
Light
Spear (3lb)
1gp
1d6 P
Thrown (20/60), Versatile (1d8)
Unarmed Strike
 
1 B
Crossbow, Light (5 lb)
25 gp
1d8 P
Ammunition (80/320), Loading, Two-handed
Dart (1/4 lb)
5 cp
1d4 P
Finesse, Thrown (20/60)
Shortbow (2lb)
25 gp
1d6 P
Ammunition (80/320), Two-Handed
Sling
1sp
1d4 B
Ammunition (30/120)
Battleaxe (4 lb)
10 gp
1d8 S
Versatile (1d10)
Flail (2 lb)
10 gp
1d8 B
Glaive (6 lb)
20 gp
1d10 S
Heavy, Reach, Two-Handed
Greataxe (7 lb)
30 gp
1d12 S
Heavy, Two-Handed
Greatsword (6 lb)
50 gp
2d6 S
Heavy, Two-Handed
Halberd (6 lb)
20 gp
1d10 S
Heavy, Reach, Two-Handed
Lance (6 lb)
10 gp
1d12 P
Reach, Special
Longsword (3 lb)
15 gp
1d8 S
Versatile (1d10)
Maul (10 lb)
10 gp
2d6 B
Heavy, Two-Handed
Mornin­gstar (4 lb)
15 gp
1d8 P
Pike (18 lb)
5 gp
1d10 P
Heavy, Reach, Two-Handed
Rapier (2 lb)
25 gp
1d8 P
Finesse
Scimitar (3lb)
25 gp
1d6 S
Finesse, Light
Shortsword (2 lb)
10 gp
1d6 P
Finesse, Light
Trident (4 lb)
5 gp
1d6 P
Thrown (20/60), Versatile (1d8)
War Pick (2 lb)
5 gp
1d8 P
Warhammer (2 lb)
15 gp
1d8 B
Versatile (1d10)
Whip (3lb)
2 gp
1d4 S
Finesse, Reach
Blowgun (1 lb)
10 gp
1 P
Ammunition (25/100), Loading
Crossbow, hand (3lb)
75 gp
1d6 P
Ammunition (30/120), Light, Loading
Crossbow, Heavy (18lb)
50 gp
1d10 P
Ammunition (100 / 400), Heavy, Loading, Two-Handed
Longbow (2 lb)
50 gp
1d8 P
Ammunition (150/600), Heavy, Two-Handed
Net (3lb)
1 gp
 
Special, Thrown (5/15)

Armor

Armor
Cost
Armor Class
Properties
Padded
(L, 8 lb)
5 gp
11+
Dex Mod
Dis Stealth
Leather
(L, 10 lb)
10 gp
11+
Dex Mod
Studded Leather
(L, 13 lb)
45 gp
12+
Dex Mod
Hide
(M, 12 lb)
10 gp
12+
Dex Mod
(max 2)
Chain Shirt
(M, 20 lb)
50 gp
13+
Dex Mod
(max 2)
Scale Mail
(M, 45 lb)
50 gp
14+
Dex Mod
(max 2)
Dis Stealth
Breastplate
(M, 20 lb)
400 gp
14+
Dex Mod
(max 2)
Half Plate
(M, 40 lb)
750 gp
15+
Dex Mod
(max 2)
Dis Stealth
Ring Mail
(H, 40 lb)
30 gp
14
Dis Stealth
Chain Mail
(H, 55 lb)
75 gp
16
Dis Stealth
Strength 13
Splint
(H, 60 lb)
200 gp
17
Dis Stealth
Strength 15
Plate
(H, 65 lb)
1500 gp
18
Dis Stealth
Strength 15
Shield (6 lb)
10 gp
+2

Services

Service
Pay
Coach Cab
 ­ ­Between Towns
3cp/mile
 ­ ­Within a City
1cp
Hireling
 ­ ­Skilled
2gp/day
 ­ ­Uns­killed
2sp/day
Messenger
2cp/mile
Road/Gate Toll
1cp
Ships passage
1sp/mile

Object AC

Substance
AC
Cloth, Paper, Rope
11
Crystal, Glass, Ice
13
Wood, Bone
15
Stone
17
Iron, Steel
19
Mithril
21
Adamantium
23

Food and Water

Food
1 lb per character per day
Half ration: 1/2 day of starvation per full day
After Con mod +3 days of starva­tion, one level of exhaustion per full day without food, or Con save (DC 10) vs. exhaustion per full day on half rations
Water
1 gal (2 waters­kins) per character per day.
*Large x4; Huge x16; Gargantuan x32; x2 in hot conditions
Half ration: Con Save (DC 15)
No water for 1 day=1lvl exhaustion at the end of the day. If character has 1 or more levels, it takes two levels.

Traveling

Pace
Distance Travelled
**Effect
Slow
200ft/min 2mph 18mi/day
Able to Stealth
Normal
300ft/min 3mph 24mi/day
--
Fast
400ft/min 4mph 30mi/day
-5 Passive Perception
Forced March
>8hrs Con Save DC10+1/hr
Fail=1lvl Exhaustion

Conditions and States

Blinded
Fail sight related checks
Disadvantage on Attack rolls
Attackers have Advantage
Charmed
Cannot Attack or target charmer with harmful effects
Charmer has advantage in social intera­ction with charmed
Deafened
Fail hearing related checks
Dead
Dead
Exhausted
See Exhaustion Table
Falling
1d6 bludge­oning for each 10 ft fallen (max 20d6) Knocked prone
Frightened
Disadv­antage on Ability Checks while source of fear is in sight
Cannot willingly move towards source of fear
Grappled
Speed =0 Ends when Grappler is incapa­cit­ated, is no longer within reach or fails skill contest
Incapacitated
Cannot take actions or reactions
Incorp­oreal
Resistance against non-ma­gical damage
Can move through object and other creatures. Must end movement in an empty space.
Invisible
Heavily Obscured for hiding purposes
Advantage on attack rolls
Attackers have disadv­antage
Paralyzed
Incapa­citated and cannot move or speak
Auto fail Str and Dex saves
Attackers have advantage and any hit within 5ft is a crit
Petrified
Weight increases x10, no longer age
Incapacitated and cannot move or speak, and unaware of surroundings
Autofail Str and Dex saves
Attackers have advantage
Resistance to all damage
Any poison or disease afflicting target is suspended and target is immune to poison and disease
Poisoned
Disadv­antage on attack rolls and ability checks
Prone
Only move options are crawl or stand up
Disadvantage on attack rolls
Attackers within 5 ft have advantage, otherwise disadvantage
Can stand using 1/2 movement
Restrained
Speed = 0 Disadv­antage on Attack and Dex saves
Attackers have advantage
Squeezing
1 size smaller moving through tight areas
Every foot of movement costs double
Attackers have advantage
Disadvantage on Dex Saves and attack rolls
Stable
0 hp and unconscious
Any damage resumes death saves
If still at 0 hp after d4 hours regain 1 hp
Stunned
Incapa­citated and cannot move
Ability to speak is impaired
Autofail Str and Dex saves
Attacker has advantage
Uncons­cious
Incapa­cit­ated, cannot move or speak, unaware of surroundings
Drop held items and fall prone
Autofail Str and Dex saves
Attacker has advantage and all hits within 5ft are crits

Skills

Strength
Force open a stuck door Break free of bonds Push through a too small tunnel Hang on while being dragged Tip over a heavy object Keep an object from rolling
Athletics
Climb a sheer surface Avoid hazards while climbing Jump a long distance Do a stunt mid-jump Swim or float in treach­erous water Resist being pushed or pulled under water
Dexterity
Control a cart on steep descent Steer chariot around a tight turn Pick a lock Disable a trap Tie up a prisoner Wriggle free of bonds Play a stringed instrument Craft a small or detailed object
Acrobatics
Stay on your feet in difficult situations Acrobatic stunts
Sleight of Hand
Planting an object on someone Concealing an ojbect on your person Lift a coin purse Pick pockets
Stealth
Conceal yourself from enemies Slink past guards Slip away without being noticed Sneak up on Someone without being seen or heard

Objects and Damage Types

Objects are immune to poison and psychic damage. Some Damage Types are more effective against a particular object or substance than others

Object Hit Points

Size
Fragile
Resilient
Tiny (Lock)
1d4
2d4
Small (Chest)
1d6
3d6
Medium (Barrel)
1d8
4d8
Large (Cart)
1d10
5d10

Objects Damage Threshold

An object with a damage threshold has immunity to all damage unless it takes an amount of damage from a single Attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the object's damage threshold is considered superf­icial and doesn't reduce the objects hit points.

Huge and Gargantuan Objects

If you track hit points for the object divide it into Large or smaller sections, and track each sections hit points separa­tely. Destroying one of those sections could ruin the entire object.

Weapon Properties

Finesse
Str or Dex for attack and damage rolls
Heavy
Small creatures at disadv­antage on attack
Light
Can be used for two-weapon fighting
Loading
Fire once per round only
Range
(normal/max)
Disadv­antage beyond normal range
Reach
+5ft to reach
Special
Unusual Rules specific to weapon
Thrown
Ranged attack for normal damage
Without thrown property deals 1d4 and range (20/60)
2-handed
Requires two hands to use
Versatile
Use two-handed for increased damage

Lifestyle Expenses

Lifestyle
Price/Day
Wretched
--
Squalid
1sp
Poor
2sp
Modest
1gp
Comfor­table
2gp
Wealthy
4gp
Aristo­cratic
10gp minimum