Star Wars 5e GM Screen

by RayeChalar

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Setting a DC

Difficulty DC
Very Easy 5
Easy 10
Moderate 15
Hard 20
Very Hard 25
Nearly Impossible 30

Damage by Level and Severity

Level Setback Dangerous Deadly
1-4 1d10 2d10 4d10
5-10 2d10 4d10 10d10
11-16 4d10 10d10 18d10
17-20 10d10 18d10 24d10

Social Interaction

1. Determine Starting Attitude

  • Friendly: wants to help PCs succeed.
  • Indifferent: might help or hinder the PCs, depending on what benefits them
  • Hostile: Opposes the PCs and their goals, may not necessarily attack on sight, however.

2. Conversation

When players converse with an NPC, they can shift its attitude one stage in any direction either temporarily or permamently. They can do so by touching on the NPC's ideal, bond, or flaw.

After enough interaction with an NPC, a character can make a Wisdom (Insight) check to uncover one of the NPC's characteristics. A check that fails by 10 or more may cause a character to misidentify a characteristic.

3. Charisma Check

When the characters request, demand, or suggest something, use the table below.

DC Friendly Indifferent Hostile
0 Help, but won't take risks Won't help, also won't harm Will actively hinder PC's, accept risks to do so
10 Take minor risks to help Will help, but won't take risks Won't help, also won't harm
20 Accept significant risk to help Take minor risks to help Help, but won't take risks or make sacrifices

Targets

  • Ally. Any creature that would be considered friendly or neutral to you, but does not include you.
  • Friendly Creature. Any creature that could be considered an ally to you, as well as you.
  • Hostile Creature. Any creature that is antagonistic towards you.

Vision

Lightly Obscured -5 to perecption checks that rely on sight dim light, patchy fog, moderate foliage
Heavily Obscured Vision is blocked, creatures are effectively blinded darkness, opaque fog, dense foliage

Travel Pace

Pace Minute Hour Day
Fast 400 feet 4 miles 30 miles
Normal 300 feet 3 miles 24 miles
Slow 200 feet 2 miles 18 miles

Jumping

High Jump

With a running start, you can jump as high as your STR modifier + 3. Half as far from standing.

Long Jump

With a running start, you can jump as far as your total STR score. Half as far from standing.

Common Expenses

Item/Service Cost
Inn Stay 2-80 cr
Ale (Mug) 1 cr
Ale (Pitcher) 3 cr
Caf (Mug) 2 cr
Caf (Pitcher 8 cr
Meal 1-30 cr
Speeder
Between towns 3 cr / mile
Within a city 2 cr
Hireling
Skilled 20 cr / day
Untrained 2 cr / day
Messenger 1 cr / mile

Conditions



Blinded

  • A blinded creature can’t see and automatically fails any ability check that requires sight.
  • Unless a creature benefits from powers or a special sense, 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 enhanced effects.
  • The charmer has advantage on any ability check to interact socially with the creature.

Corroded

  • For each corroded level a creature has, it takes 1 additional damage from weapons. (3 levels max)

Deafened

  • A deafened creature can’t hear and automatically fails any ability check that requires hearing.

Diseased

  • A diseased creature suffers effects that vary based on the disease.

Exhaustion

Level Effect
1 Disadvantage on ability checks
2 1 slowed level
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
5 4 slowed levels
6 Death

Frightened

  • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
  • The creature can’t willingly move closer to the source of its fear.

Grappled

  • A grappled creature has its speed reduced to 0.
  • The condition ends if the grappler is incapacitated.
  • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect.

Ignited

  • A creature that is ignited suffers fire damage at the end of each of its turns. A damage value in parentheses appears with this condition—the fire damage the creature takes at the end of its turn.
  • If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the creature is no longer ignited.

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Incapacitated

  • An incapacitated creature can’t take actions or reactions.
  • An incapacitated creature automatically fails Strength, Dexterity, and Constitution checks.

Invisible

  • An invisible creature is considered unseen to other creatures, without the aid of powers or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves.
  • Unless a creature benefits from powers or a special sense, attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.

Paralyzed

  • A paralyzed creature is incapacitated and can’t move or speak.
  • The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

Petrified

  • A petrified creature is transformed, along with any object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
  • The creature is incapacitated, can’t move or speak, and is unaware of its surroundings.
  • Attack rolls against the creature have advantage.
  • The creature automatically fails 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 neutralized.

Poisoned

  • A poisoned creature has disadvantage on attack rolls and ability checks.

Prone

  • A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition.
  • The creature has disadvantage on melee attack rolls.
  • The creature has disadvantage on ranged attack rolls against targets within 30 feet.
  • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.

Restrained

  • A restrained creature has 4 slowed levels.
  • Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
  • The creature has disadvantage on Dexterity saving throws.

Conditions Cont.

Shocked

  • A shocked creature can’t take reactions.
  • On its turn, a shocked creature can take either an action or a bonus action, but not both.

Slowed

Level Effect
1 Speed reduced by 15 feet
2 Speed reduced by 25 feet
3 Speed reduced by 30 feet
4 Speed reduced to 0, and can’t benefit from any bonus to speed

Stunned

  • A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.

Unconcious

  • An unconscious creature is incapacitated, can’t move or speak, and is unaware of its surroundings.
  • The creature drops whatever it’s holding and falls prone.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

Weakened

  • A creature suffering from the weakened condition heals at a slower rate. When an effect restores hit points to the creature, the amount of hit points restored is halved.
  • Creatures suffering from this condition can only add half their ability modifier to ability checks, attack rolls, and saving throws, unless that modifier would be negative.

Cover

Cover Effect
1/4 Cover +2 to AC and Dexterity Saving throws
1/2 Cover +3 to AC and Dexterity Saving throws
3/4 Cover +5 to AC and Dexterity Saving throws
Total Cover Cannot be targeted directly by an attack or a power.

Concentration

Some powers require you to maintain concentration in order to keep their effect active. If you lose concentration, such a power ends. The following things can end your concentration.

  • Casting another power that requires concentration.
  • Taking damage. Make a CON save, 10 or half the damage you took, which ever is higher.
  • Being incapacitated or killed.
  • Other circumstances determined by DM

Actions in Combat

Attack

Make a melee or ranged weapon attack.

Cast a Power

Cast a power with a casting time of 1 action.

Dash

Gain extra movement for the turn equal to your speed after aplying any modifiers.

Disengage

Movement does not provoke opportunity attacks for the rest of the turn.

Dodge

Until the start of your next turn, attack rolls against you have disadvantage, and you make Dexterity saving throws with advantage.

Guard

Until the start of your next turn, attack rolls against the guarded ally have disadvantage if you can see the attacker, as long as the ally is within 5 feet of you. Additionally, if an attack would hit the guarded ally, you can instead have it hit you (no action required). If you do so, the attacker chooses the maximum amount of damage instead of rolling.

Help

Give another creature advantage on the next ability check it makes to perform a task you help with until the start of your next turn. Alternatively, choose a target within 5 feet of you. The first attack roll against that creature until the start of your net turn is made with advantage.

Hide

Make a Dexterity (Stealth) check, following the rules in chapter 7 for hiding.

Ready

Prepare an action to use later when a specific trigger occurs. Using a readied action requires a reaction. Preparing to cast a power requires concentration.

Special Attacks/Actions

Grapple, Shove, or Trip

Replace one attack to make a Strength (Athletics) check against a creature's Strength (Athletics) or Dexterity (Acrobatics) check. The creature must be no more than one size larger than you. If you succeed, the creature either grappled, moved 5 feet away from you, or knocked prone.

Overrun (DMG)

As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature’s Strength (Athletics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature’s space once this turn.

Tumble (DMG)

As an action or bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature’s Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature’s space once this turn.

 

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