DM Screen Cheat Sheets

by LennyFox

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Conditions

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 with the 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 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’s speed becomes 0, and it can’t benefit from any bonus to its speed.
  • The condition ends if the Grappler is incapacitated (see the condition).
  • The condition also 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.

Invisible

  • 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 any noise it makes or any tracks it leaves.
  • Attack rolls against the creature have disadvantage, and the creature’s Attack rolls have advantage.

Paralyzed

  • A paralyzed creature is incapacitated (see the condition) 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 nonmagical 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 (see the condition), 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 Attack rolls.
  • 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’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

  • 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.

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 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

Exhaustion

Level 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
  • An Effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion Effects Ending if a creature’s exhaustion level is reduced below 1.
  • Finishing a Long Rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink.

Combat

Surprise

  • If hiding: DEX (Stealth) vs. passive WIS
  • If you’re surprised, you can’t move or take an Action on your first turn of the combat, and you can’t take a Reaction until that turn ends. A member of a group can be surprised even if the other Members aren’t.

Movement in Combat

  • 1 square = 5ft x 5ft ( ≈ 1.5m x 1.5m )
  • Every move costs 1 extra foot in difficult terrain, another creature's space or a tight passage.
  • When squeezing through a tight space, you have disadvantage on Attack rolls and Dexterity Saving Throws; while Attack rolls against you have advantage.
  • While prone, movement is halved. Standing up takes movement equal to half your speed.

Actions in Combat

  • Attack Melee or Ranged, may be a grapple or a shove (more than one with Extra Attack, etc.)
  • Cast Spell with a casting time of 1 action
  • Dash doubles your movement speed for the turn (Any increase or decrease to your speed changes this additional Movement by the same amount.)
  • Disengage allows movement without provoking attacks of opportunity
  • Dodge gives your attackers disadvantage on any attack rolls against you, you make Dexterity Saving throws with advantage
  • Help allows you to give advantage to another creature making an ability check or attack within 5ft of you
  • Hide allows you to make a stealth check. When hidden, attacks against you have disadvantage, while attacks made by you have advantage. Attacking gives away your position and ends the effect
  • Ready allows you to take your action as a reaction after a predetermined trigger occurs.
  • Search or use object allows interaction with the environment and making respective ability checks

Reactions in Combat

A reaction occurs as a response to a trigger, often outside of your turn in combat. Per round, you may take a single reaction.

  • Opportunity attack If a creature you can see moves outside your reach, you may make a melee attack against it. You cannot make an opportunity attack if the creature is using the Disengage action, teleporting or is being moved by another creature
  • Readied action - see 'Ready' in Actions in combat
  • Class-specific features

Bonus Actions in Combat

Additional action on your turn, cannot be readied.

  • Cast Spell with a casting time of 1 bonus action. You cannot cast another spell on the same turn as an action, except for a cantrip with a casting time of 1 action.
  • Off-hand attack allows, if using the action to attack with a light melee weapon in one hand, to make another attack with a different light weapon held in the other hand (either weapon may also be thrown) . Your ability modifier is not added to the damage from such an attack, unless it is negative.
  • Drinking potions or similar, if the potion is stored in 1 out of 3 belt slots. The gained HP is rolled, out of combat you gain max HP from the potion.
  • Class-specific features

Cover

A target can benefit from cover only when an Attack or other Effect originates on the opposite side of the cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren’t added together.

Degee of Cover Effect
1/2 +2 bonus to AC and DEX saving throws
3/4 +5 bonus to AC and DEX saving throws
total You cannot be directly targeted by an attack or spell (AoE spells still work)

Contests in Combat

Grappling
  • Replaces single attack action
  • Target can be max. one size larger than you and must be within your reach
  • Grapple check: STR (Athletics) against target's STR (Athletics) or DEX (Acrobatics) . On success, the target is grappled (see conditions) until released (no action consumed)
  • Escaping grapple: An action can be used to redo grapple check. Target escapes if it succeeds check.
  • Moving grappled target: Dragging/ carrying the grappled creature halves your speed unless the creature is two or more sizes smaller than you
Shoving
  • Replaces single attack action
  • Target can be max. one size larger than you and must be within your reach
  • Shove check: STR (Athletics) against target's STR (Athletics) or DEX (Acrobatics) . On success you either shove the target 5ft away from you or knock it prone.

Mounted Combat

  • A mount must be a willing creature at least one size larger than you
  • Mounting/ Dismounting takes half your movement
  • When moved by an outside force, you fall prone off your mount of a failed DC 10 DEX save. If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet, otherwise also fall prone next to it.
  • Mounts may be controlled (if trained) or move independently. A controlled mount shares your initiative and may act/ move on the round it is mounted. Intelligent creatures (dragons, etc.) always move independently.
  • A controlled mounts may Dash, Disengage or Dodge on your turn. An independent mount may take any possible action/ movement on their turn.
  • An opportunity attack provoked by the mount may target the rider or the mount

Useful Tables and Stats

Environmental Damage

Freefall Damage
  • Each round (6sec) you fall 500ft / 150m
  • For every 10ft (3m) fallen, you take 1d6 bludgeoning damage on landing
  • When diving into water, make a DC 10 STR (Athletics) / DEX (Acrobatics) check. On success, ignore fall damage for a number of feet equal to 10 + the result of the check rounded to the closest multiplier of 10
Improvised Damage
Damage Examples
1d10 Falling bookcase, burned by coals, ...
2d10 Struck by lightning, splashed with acid, ...
4d10 Hit by falling rubble, falling into acid vat
10d10 Crushed by compacting walls, hit by spinning blades, ...
18d10 Submerged in lava, hit by crashing ship, ...
24d10 Being crushed in the jaws of a godlike creature/ moon-sized monster, ...

Object Stats

For objects acting as a target of attacks in and out of combat or in use as cover or defenses

Object Armor Class
Substance AC
Cloth/ Paper/ Rope 11
Crystal/ Glass/ Ice 13
Wood/ Bone 15
Stone 17
Iron/ Steel 19
Mithral 21
Adamantite 23
Object Hit Points
Size Fragile Resilient
Tiny (bottle/ lock/ ... ) 2 (1d4) 5 (2d4)
Small (chest/ lute/ ... ) 3 (1d6) 10 (3d6)
Medium (barrel/ table/ ...) 4 (1d8) 18 (4d8)
Large (cart/ wall/ ... ) 5 (1d10) 27 (5d10)

Resting

Short Rest
  • Min. 1 hour long, no straining activities/ checks
  • Characters may use hit dice to regain HP equal to roll + CON modifier
  • Bard's Song of Rest: All creatures using hit dice regain 1d6 at 2nd (1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level) extra HP
Long Rest
  • Min. 6-8 hours long sleep (race/ class exceptions)
  • If interrupted for at least 1 hour of strenuous activity (fighting, walking, ...) , must restart rest
  • All hit points regained at the end of long rest
  • Up to half the total hit dice regained
  • DC 10 Con save after 24h awake, otherwise you gain 1 level of exhaustion. The DC goes up an additional 5 points for every additional 24h spent awake.

Skills and Abilities

Stat Skills
STR Athletics, (Intimidation)
DEX Acrobatics, Sleight of Hand, Stealth
CON -
INT Arcana, History, Investigation, Nature, Religion
WIS Animal Handling, Insight, Medicine, Perception, Survival
CHA Deception, Intimidation, Performance, Persuasion

Travel and Movement

Special Movement Types
  • 1 square = 5ft x 5ft ( ≈ 1.5m )
  • Climbing, Swimming and Crawling costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a designated speed. May require additional ability checks.
  • Long jump: After running at least 10 ft, you can jump a number of feet equal to your strength score. In a standing long jump, you can cover half the distance. Clearing a low obstacle requires a DC 10 STR (Athletics) check. A DC 10 DEX (Acrobatics) check is required to land on your feet in difficult terrain.
  • High jump: After running at least 10 ft, you can jump up a number of feet equal to 3 + your STR modifier. In a standing high jump, you can cover half the distance. Some circumstances may allow for higher jumps with a DC 10 STR (Athletics) check.
Cross-country Travel
Pace Speed [mph] Speed [kmh] Effect
Slow 2 3.5 Able to use Stealth
Normal 3 5 -
Fast 4 6.5 -5 penalty to passive WIS
  • Max. travel time: For each additional hour of Travel beyond 8 hours, each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of Exhaustion (see Conditions) .
  • Mounts and Vehicles: A mount may gallop, covering twice the usual distance for a fast pace, up to an hour once per day. Unless otherwise stated, all vehicles are governed by the above table, while waterborne and flying vessels do not gain any effects from slow or fast travel.