Kutay's DM Screen
Your quick and easy reference for Dungeons & Dragons 5th Edition rules, tables, and conditions.
P.S. You can quick select from the thing-y on the bottom right corner of the screen.
Core Mechanics
Modifier: NaN
Common DCs:
Easy: 10 — Medium: 15 — Hard: 20 — Very Hard: 25
Advantage/Disadvantage:
Roll twice, take higher/lower.
Inspiration:
Award for great roleplay, clever solutions. Gain advantage on attack rolls, ability checks, and saving throws. Learn more.
Passive Checks:
10 + modifier + proficiency (if applicable).
Critical Hits:
NAT 20 = Double the attack damage.
Death Saves:
3 failures = death, 3 successes = stable.
Skills & Abilities
Physical power, muscle, and endurance
Associated Skills:
- Athletics
Agility, reflexes, and balance
Associated Skills:
- Acrobatics
- Sleight of Hand
- Stealth
Health, stamina, and vital force
Associated Skills:
- No associated skills
Reasoning, memory, and analytical thinking
Associated Skills:
- Arcana
- History
- Investigation
- Nature
- Religion
Awareness, intuition, and common sense
Associated Skills:
- Animal Handling
- Insight
- Medicine
- Perception
- Survival
Force of personality, leadership, and confidence
Associated Skills:
- Deception
- Intimidation
- Performance
- Persuasion
Most Common Checks
- Perception: Noticing hidden objects/creatures
- Investigation: Searching for clues and information
- Insight: Reading people's intentions
- Persuasion: Convincing others
Quick Tips
- Proficiency bonus = +2 to +6 based on level
- Passive score = 10 + ability modifier + proficiency
- Advantage/disadvantage affects passive scores by ±5
- Group checks: Half or more succeed = group succeeds
Actions in Combat
Perform a melee or ranged attack with your weapon
Attempt to grab a creature or wrestle with it
Shove a creature, either to knock it prone or push it away from you
Cast a spell with a casting time of 1 action
Gain extra movement for the current turn
Attack Rolls: d20 + ability modifier + proficiency bonus.
Damage Resistance/Vulnerability: Resistance halves damage, Vulnerability doubles it. Is applied after all other modifiers.
Dropping to 0 HP: If excess damage is greater than your max HP, you die. Otherwise, you fall unconscious (death saving throws). With a DC 10 Medicine check, one can stabilise you. See more info.
Opportunity Attack: Leaving reach provokes reaction.
Movement: Can be split before/after actions.
Mounted Combat: Mount/Dismount costs an amount of movement equal to half of your speed. Can be controlled if trained, otherwise it acts on its own initiative. See more.
Free Object Interaction: Draw/sheathe weapon, open door, etc.
Conditions
You can't see
You are charmed by another creature
You can't hear
Exhaustion is measured in six levels
Advantage on Attacks
Blinded, Invisible, Paralyzed, Petrified, Prone (within 5ft), Restrained, Stunned, Unconscious
Can't Take Actions
Incapacitated, Paralyzed, Petrified, Stunned, Unconscious
Auto-Fail Saves
Paralyzed (STR/DEX), Petrified (STR/DEX), Stunned (STR/DEX), Unconscious (STR/DEX)
Equipment & Economy
§
§
Service | Pay |
---|---|
Coach cab (Between towns) | 3 cp/mile |
Coach cab (Within a city) | 1 cp |
Hireling (Skilled) | 2 gp/day |
Hireling (Unskilled) | 2 sp/day |
Messenger | 2 cp/mile |
Road or gate toll | 1 cp |
Ship's passage | 1 sp/mile |
Lifestyle | Cost/Day |
---|---|
Wretched | — |
Squalid | 1 sp |
Poor | 2 sp |
Modest | 1 gp |
Comfortable | 2 gp |
Wealthy | 4 gp |
Aristocratic | 10 gp min. |
§
Item | Cost |
---|---|
Ale (Gallon) | 2 sp |
Ale (Mug) | 4 cp |
Banquet (per person) | 10 gp |
Bread, loaf | 2 cp |
Cheese, hunk | 1 sp |
Meat, chunk | 3 sp |
Wine (Common Pitcher) | 2 sp |
Wine (Fine Bottle) | 10 gp |
Additional Resources: Mounts & Other Animals, Tack, Harness & Drawn Vehicles, Waterborne Vehicles — See PHB p.157
Per Day Requirements
Foraging Difficulty
- Encourage players to think creatively about their equipment choices.
- Use economy as a narrative tool to drive player decisions.
- Incorporate unique items that have special significance in the story.
- Balance treasure distribution to maintain excitement without overwhelming players.
Environmental & Combat Rules
§
Source | Bright Light | Dim Light | Duration |
---|---|---|---|
Candle | 5' radius | +5' radius | 1 hour |
Lamp | 15' radius | +30' radius | 6 hours |
Lantern, bullseye | 60' cone | +60' cone | 6 hours |
Lantern, hooded | 30' radius | +30' radius | 6 hours |
Torch | 20' radius | +20' radius | 1 hour |
With 10' run-up: 1 foot per point of Strength score
From standing: Half that distance
With 10' run-up: 3 + Strength modifier (in feet)
From standing: Half that distance
Holding Breath: A creature can hold its breath for 1 + Constitution modifier minutes (minimum 30 seconds).
When breath runs out: The creature can survive for a number of rounds equal to its Constitution modifier.
After that: At the start of its next turn, it drops to 0 hit points and is dying.
Size | Space | Hit Die | Examples |
---|---|---|---|
Tiny | 2½ × 2½ ft | d4 | Imp, sprite |
Small | 5 × 5 ft | d6 | Giant rat, goblin |
Medium | 5 × 5 ft | d8 | Orc, werewolf |
Large | 10 × 10 ft | d10 | Hippogriff, ogre |
Huge | 15 × 15 ft | d12 | Fire giant, treant |
Gargantuan | 20 × 20 ft or larger | d20 | Kraken, purple worm |
Normal activities such as moving or attacking do not interfere with concentration.
Concentration can be broken by:
- Casting another spell that requires concentration
- Taking damage: CON save (DC = 10 or half damage taken, whichever is higher)
- Being incapacitated or killed
- Environmental phenomena: Wave, loud noise, blinding flash (DC 10 CON save)
- Vigorous movement: Combat, running, climbing (DC 10 CON save)
The corrosive spray of a black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage.
Blunt force attacks—hammers, falling, constriction, and the like—deal bludgeoning damage.
The infernal chill radiating from an ice devil's spear and the frigid blast of a white dragon's breath deal cold damage.
Red dragons breathe fire, and many spells conjure flames to deal fire damage.
Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon.
A lightning bolt spell and a blue dragon's breath deal lightning damage.
Necrotic damage, dealt by certain undead and a spell such as chill touch, withers matter and even the soul.
Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage.
Venomous stings and the toxic gas of a green dragon's breath deal poison damage.
Mental abilities such as a mind flayer's psionic blast deal psychic damage.
Radiant damage, dealt by a cleric's flame strike spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power.
Swords, axes, and monsters' claws deal slashing damage.
A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage.
Environmental Tactics & Tips
Light & Vision
Remember different races have varying darkvision ranges. Use lighting strategically to create tactical advantages and atmospheric tension.
Position & Movement
Encourage tactical positioning with terrain features, environmental cover, and movement-based challenges.
Environmental Hazards
Fire, water, cliffs, weather, and terrain can transform simple encounters into memorable, dynamic challenges.
Advanced Utility
Object Armour Class
Object Hit-Points (DMG p.247)
Disadvantage on Ability Checks
Speed halved
Disadvantage on attack rolls and saving throws
Hit point maximum halved
Speed reduced to 0
Death
Recovery Rules:
Finishing a Long Rest reduces exhaustion level by 1, provided the creature has ingested food and drink.
Ground Surface | DC |
---|---|
Soft surface, e.g. snow, mud | 10 |
Dirt or Grass | 15 |
Bare Stone | 20 |
Each day since creature passed | +5 |
Creature left a trail, e.g. blood | -5 |
Base = Speed / 10 Miles per Hour
- •Fast Pace: increase distance by 1/3 (-5 to passive PER)
- •Slow Pace: decrease distance by 1/3 (able to use Stealth)
- •Difficult Terrain halves the distance travelled
- •Forced March: Each hour of travel beyond 8 hours, each character must make a CON check at the end of the hour or take one level of Exhaustion. CON check DC = 10 + 1 per hour over 8.
D20 | Temperature |
---|---|
1 —14 | Normal for the Season |
15 —17 | 4d6 °C colder than normal |
18 —20 | 4d6 °C warmer than normal |
Example | Dice |
---|---|
Burned by coals, hit by falling book-case, pricked by poison needle | 1d10 |
Struck by lightning, stumbling into a fire-pit | 2d10 |
Hit by falling rubble, collapsing tunnel, stumble into vat of acid | 4d10 |
Crushed by compacting walls, hit by whirling steel blades, wading through lava stream | 10d10 |
Submerged in lava, hit by crashing flying fortress | 18d10 |
Tumble into vortex of Elemental Fire, crushed in jaws of god-like or moon-sized monster | 24d10 |
Rocks fall, everyone dies. Campaign ends. | ∞d10 |
D20 | Injury |
---|---|
1 | LOSE AN EYE. Disadvantage on Sight PER and Ranged attacks |
2 | LOSE AN ARM OR HAND. |
3 | LOSE A FOOT OR LEG. 1/2 speed on foot, fall prone after Dash, Disadvantage on DEX/Balance checks |
4 | LIMP. Foot speed -5'. DC 10 DEX check after Dash or fall prone. |
5-7 | INTERNAL INJURY. DC 15 CON check to act or react. |
8-10 | BROKEN RIBS. As 5-7, but DC 10. |
11-13 | HORRIBLE SCAR. Disadvantage on Persuasion, advantage on Intimidate. |
14-16 | FESTERING WOUND. Hit-point maximum reduced by -1 per 24 hours. |
17-20 | MINOR SCAR. No adverse effect. |
Advanced Encounters
- During the chase, participants can freely use the DASH action a number of times equal to 3 + its CON modifier.
- Each additional DASH requires the creature to succeed on a DC 10 CON check at the end of its turn or take one level of Exhaustion.
- Stopping to cast spells will allow the pursued to increase their lead, and may well mean they will get away, but it is certainly not forbidden.
Ending the Chase
- Each quarry makes a DEX (Stealth) check at the end of each round, after everyone has had their turn. The result is compared to the Passive perception score of the pursuer(s).
- If the quarry is NEVER out of the pursuer's sight, the check fails automatically.
- Otherwise, if the Stealth check is higher than the PER score, the quarry escapes. If not, the chase continues.
Escape Factors
Factor | Stealth Check Has... |
---|---|
Quarry has many things to hide behind | Advantage |
Quarry is in a very crowded or noisy area | Advantage |
Quarry has few things to hide behind | Disadvantage |
Quarry is in an uncrowded or quiet area | Disadvantage |
The lead pursuer is a ranger or has proficiency in Survival | Disadvantage |
The lead pursuer is a rogue or has proficiency in Stealth | Advantage |
The quarry is heavily encumbered | Disadvantage |
The quarry is lightly encumbered | Advantage |
Trap Types
Common Triggers
- Stepping on a pressure plate or false floor section
- Pulling a trip wire
- Turning a doorknob
- Using the wrong key in a lock
- Entering an area (magic traps)
- Touching an object (magic traps)
Detection & Disabling
Trap Effects
Range from inconvenient to deadly: arrows, spikes, blades, poison, toxic gas, fire blasts, deep pits. Deadliest traps combine multiple elements. Intelligent monsters often create bypass mechanisms (hidden levers, secret passages) to safely navigate their own traps.
Urban Complications (D20)
d20 | Complication |
---|---|
1 | A large obstacle such as a horse or cart blocks your way. Make a DC 15 Dexterity (Acrobatics) check to get past the obstacle. On a failed check, the obstacle counts as 10 feet of difficult terrain. |
2 | A crowd blocks your way. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to make your way through the crowd unimpeded. On a failed check, the crowd counts as 10 feet of difficult terrain. |
3 | A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier and keep going. On a failed save, you bounce off the barrier and fall prone. |
4 | A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity (Acrobatics) or Intelligence check (your choice) to navigate the maze. On a failed check, the maze counts as 10 feet of difficult terrain. |
5 | The ground beneath your feet is slippery with rain, spilled oil, or some other liquid. Make a DC 10 Dexterity saving throw. On a failed save, you fall prone. |
6 | You come upon a pack of dogs fighting over food. Make a DC 10 Dexterity (Acrobatics) check to get through the pack unimpeded. On a failed check, you are bitten and take 1d4 piercing damage, and the dogs count as 5 feet of difficult terrain. |
7 | You run into a brawl in progress. Make a DC 15 Strength (Athletics), Dexterity (Acrobatics), or Charisma (Intimidation) check (your choice) to get past the brawlers unimpeded. On a failed check, you take 2d4 bludgeoning damage, and the brawlers count as 10 feet of difficult terrain. |
8 | A beggar blocks your way. Make a DC 10 Strength (Athletics), Dexterity (Acrobatics), or Charisma (Intimidation) check (your choice) to slip past the beggar. You succeed automatically if you toss the beggar a coin. On a failed check, the beggar counts as 5 feet of difficult terrain. |
9 | An overzealous guard, (see the Monster Manual for game statistics), mistakes you for someone else. If you move 20 feet or more on your turn, the guard makes an opportunity attack against you with a spear (+3 to hit; 1d6 + 1 piercing damage on a hit) |
10 | You are forced to make a sharp turn to avoid colliding with something impassable. Make a DC 10 Dexterity saving throw to navigate the turn. On a failed save, you collide with something hard and take 1d4 bludgeoning damage. |
11 — 20 | No complication. |
Character spends money as per wealthy lifestyle (4gp/day base). At end of carousing period, the player rolls d100 + character level to see what happens, or DM chooses.
D100 + Level | Result |
---|---|
1 — 10 | Jailed 1d4 days on charges of disorderly conduct, disturbing the peace. Pay a fine of 10gp to avoid jail time, or you can try to resist arrest. |
11 — 20 | Regain consciousness in a strange place with no memory of how you got there. You have been robbed of 3d6 x 5 gp. |
21 — 30 | You make an enemy. This person/organisation is now hostile to you. DM determines offended party, you decide how you offended them. |
31 — 40 | Whirlwind romance. 25% the romance ends badly, 50% the romance is ongoing, 25% the romance ends amicably. You determine the identity of the love interest, subject to your DM's approval. |
41 — 80 | Modest winnings from gambling. Recuperate your lifestyle expenses for the time spent carousing. |
81 — 90 | Modest winnings from gambling. Recuperate your lifestyle expenses for the time spent carousing and gain 1d20 x 4 gp. |
91+ | Make a small fortune gambling. Recuperate your lifestyle expenses for the time spent carousing and gain 4d6 x 10 gp. |
Short Term (lasts 1D10 minutes)
D100 | Effect |
---|---|
01 — 20 | Character retreats into their own mind and becomes paralysed. Effect ends if they take damage. |
21 — 30 | Incapacitated - spends duration screaming, weeping, laughing. |
31 — 40 | Frightened - must use all actions to flee source of fear. |
41 — 50 | Babbling, incapable of normal speech. |
51 — 60 | Must attack nearest creature each round. |
61 — 70 | Hallucinations and disadvantage on ability checks. |
71 — 75 | Does whatever anyone tells them to as long as it's not obviously self-destructive |
76 — 80 | Overpowering urge to eat something strange (e.g. dirt, slime, offal) |
81 — 90 | Character is stunned |
91 — 100 | Character is unconscious |
Curing Madness
A calm emotions spell can suppress the effects of madness, while a lesser restoration spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, remove curse or dispel evil might also prove effective. A greater restoration spell or more powerful magic is required to rid a character of indefinite madness.
Dynamic Elements
- • Environmental hazards (lava, ice, poison gas)
- • Moving terrain (collapsing bridges, shifting walls)
- • Timed objectives (rescue missions, rituals)
- • Interactive objects (levers, portals, altars)
Encounter Balance
- • CR is a guideline, not a rule
- • Action economy matters most
- • Consider party synergies and weaknesses
- • Adjust mid-combat if needed
Three-Act Structure
- • Setup: Initial positioning & threats
- • Complication: New enemies or hazards
- • Resolution: Final push or escape
- • Keep encounters evolving
Terrain Features
- • Elevation changes (high ground advantage)
- • Cover and concealment options
- • Difficult terrain placement
- • Chokepoints and open areas
Enemy Tactics
- • Focus fire on vulnerable targets
- • Use positioning and movement
- • Exploit party weaknesses
- • Retreat when appropriate
Pacing Control
- • Vary encounter lengths
- • Use initiative to build tension
- • Know when to end early
- • Balance resource management
Quick Escalation Ideas:
Reinforcements arrive • Boss enters second phase • Environment becomes hostile • Objective changes mid-fight • Ally needs rescue • Time limit imposed
On-the-Fly Adjustments:
Add/remove enemies • Adjust HP pools • Change terrain • Introduce complications • Modify enemy behavior • Offer new options