DM screen
The rules you look up mid-session, on panels you can print and tape inside a folder.
Actions in combat
- Attack
- One weapon or unarmed attack, more with Extra Attack.
- Cast a Spell
- A spell with a casting time of 1 action.
- Dash
- Extra movement equal to your speed.
- Disengage
- Your movement provokes no opportunity attacks this turn.
- Dodge
- Attacks you can see have disadvantage; advantage on Dex saves.
- Help
- An ally gets advantage on a check, or on an attack against a creature within 5 ft. of you.
- Hide
- Dexterity (Stealth) check.
- Ready
- Choose a trigger and the action or move you take as a reaction.
- Search
- Wisdom (Perception) or Intelligence (Investigation) check.
- Use an Object
- Interact with a second object, or one that needs an action.
Typical DCs
| Very easy | 5 |
|---|---|
| Easy | 10 |
| Medium | 15 |
| Hard | 20 |
| Very hard | 25 |
| Nearly impossible | 30 |
Cover
| Half | +2 AC and Dex saves |
|---|---|
| Three-quarters | +5 AC and Dex saves |
| Total | Can’t be targeted directly |
Travel pace
| Pace | Minute | Hour | Day |
|---|---|---|---|
| Fast | 400 ft. | 4 mi. | 30 mi. |
| Normal | 300 ft. | 3 mi. | 24 mi. |
| Slow | 200 ft. | 2 mi. | 18 mi. |
Fast: −5 to passive Perception. Slow: the group can move stealthily.
Light and vision
- Bright light
- Normal sight.
- Dim light
- Lightly obscured: disadvantage on Perception checks that rely on sight.
- Darkness
- Heavily obscured: a creature is effectively blinded.
Exhaustion
- Disadvantage on ability checks
- Speed halved
- Disadvantage on attack rolls and saving throws
- Hit point maximum halved
- Speed reduced to 0
- Death
Effects add up. A long rest with food and drink removes one level.
Falling, breath and jumping
- Falling
- 1d6 bludgeoning per 10 ft., max 20d6; land prone.
- Holding breath
- 1 + Con modifier minutes (min. 30 seconds).
- Suffocating
- Con modifier rounds (min. 1), then drop to 0 HP.
- Long jump
- Strength score in feet with a 10 ft. run-up; half standing.
- High jump
- 3 + Str modifier feet with a run-up; half standing.
Conditions
XP by challenge rating
| 0 | 10 | 14 | 11,500 |
|---|---|---|---|
| 1/8 | 25 | 15 | 13,000 |
| 1/4 | 50 | 16 | 15,000 |
| 1/2 | 100 | 17 | 18,000 |
| 1 | 200 | 18 | 20,000 |
| 2 | 450 | 19 | 22,000 |
| 3 | 700 | 20 | 25,000 |
| 4 | 1,100 | 21 | 33,000 |
| 5 | 1,800 | 22 | 41,000 |
| 6 | 2,300 | 23 | 50,000 |
| 7 | 2,900 | 24 | 62,000 |
| 8 | 3,900 | 25 | 75,000 |
| 9 | 5,000 | 26 | 90,000 |
| 10 | 5,900 | 27 | 105,000 |
| 11 | 7,200 | 28 | 120,000 |
| 12 | 8,400 | 29 | 135,000 |
| 13 | 10,000 | 30 | 155,000 |
Encounter XP per character
| Level | Easy | Medium | Hard | Deadly |
|---|---|---|---|---|
| 1 | 25 | 50 | 75 | 100 |
| 2 | 50 | 100 | 150 | 200 |
| 3 | 75 | 150 | 225 | 400 |
| 4 | 125 | 250 | 375 | 500 |
| 5 | 250 | 500 | 750 | 1,100 |
| 6 | 300 | 600 | 900 | 1,400 |
| 7 | 350 | 750 | 1,100 | 1,700 |
| 8 | 450 | 900 | 1,400 | 2,100 |
| 9 | 550 | 1,100 | 1,600 | 2,400 |
| 10 | 600 | 1,200 | 1,900 | 2,800 |
| 11 | 800 | 1,600 | 2,400 | 3,600 |
| 12 | 1,000 | 2,000 | 3,000 | 4,500 |
| 13 | 1,100 | 2,200 | 3,400 | 5,100 |
| 14 | 1,250 | 2,500 | 3,800 | 5,700 |
| 15 | 1,400 | 2,800 | 4,300 | 6,400 |
| 16 | 1,600 | 3,200 | 4,800 | 7,200 |
| 17 | 2,000 | 3,900 | 5,900 | 8,800 |
| 18 | 2,100 | 4,200 | 6,300 | 9,500 |
| 19 | 2,400 | 4,900 | 7,300 | 10,900 |
| 20 | 2,800 | 5,700 | 8,500 | 12,700 |
Printing the screen
Print screen lays the panels out on letter or A4 paper. Tape the pages inside a file folder, or slip them into a ring binder. The conditions sheet prints the full text of each condition if you want more than the summary here, and the encounter builder does the encounter math for you.
Questions
What DC should I set?
10 for an easy task, 15 for a medium one, 20 for a hard one. 5 is very easy, 25 very hard and 30 nearly impossible.
How much damage does falling do?
1d6 bludgeoning for every 10 feet fallen, up to 20d6, and the creature lands prone unless it avoids the damage.