Essential Reference

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

Character Advancement
ExperienceLevelProficiency Bonus
01+2
3002+2
9003+2
27004+2
65005+3
140006+3
230007+3
340008+3
480009+4
6400010+4
8500011+4
10000012+4
12000013+5
14000014+5
16500015+5
19500016+5
22500017+6
26500018+6
30500019+6
35500020+6
Ability Score & Modifier Calculator

Modifier: NaN

Magic & Special Rules

Short and Quick Reference

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

Strength

Physical power, muscle, and endurance

Associated Skills:

  • Athletics
Dexterity

Agility, reflexes, and balance

Associated Skills:

  • Acrobatics
  • Sleight of Hand
  • Stealth
Constitution

Health, stamina, and vital force

Associated Skills:

  • No associated skills
Intelligence

Reasoning, memory, and analytical thinking

Associated Skills:

  • Arcana
  • History
  • Investigation
  • Nature
  • Religion
Wisdom

Awareness, intuition, and common sense

Associated Skills:

  • Animal Handling
  • Insight
  • Medicine
  • Perception
  • Survival
Charisma

Force of personality, leadership, and confidence

Associated Skills:

  • Deception
  • Intimidation
  • Performance
  • Persuasion
Skill Check Reminders

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

(p.s. click on the cards below to see more details)
Combat Quick Tips

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

(p.s. click on the cards below to see more details)
Condition Reminders

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

Armour
PHB '14, p. 144

§
Don: 1 min, Doff: 1 min.
ArmorCostACSTR ReqStealthWeight
Padded5 gp11 + DEXDisadvantage8 lb
Leather10 gp11 + DEX10 lb
Studded Leather45 gp12 + DEX13 lb
Magic Item Economy

Weapons
PHB '14, p. 149

§
NameCostDamageWeightProperties
Club1 sp1d4 B2 lbLight
Dagger2 gp1d4 P1 lbFinesse, light, thrown (range 20/60)
Greatclub2 sp1d8 B10 lbTwo-handed
Handaxe5 gp1d6 S2 lbLight, thrown (range 20/60)
Javelin5 sp1d6 P2 lbThrown (range 30/120)
Light Hammer2 gp1d4 B2 lbLight, thrown (range 20/60)
Mace5 gp1d6 B4 lb
Quarterstaff2 sp1d6 B4 lbVersatile (1d8)
Sickle1 gp1d4 S2 lbLight
Spear1 gp1d6 P3 lbThrown (range 20/60), versatile (1d8)
Unarmed Strike1 B
Container Capacity
(p.s. you can scroll vertically)
ContainerCapacity
Backpack1 ft³ / 30 lbs
Barrel40 gall / 4 ft³
Basket2 ft³ / 40 lbs
Bottle1½ pints
Bucket3 gall / ½ ft³
Chest12 ft³ / 300 lbs
Flask/Tankard1 pint
Jug/Pitcher1 gallon
Pot, iron1 gallon
Pouch⅕ ft³ / 6 lbs
Sack1 ft³ / 30 lbs
Vial4 oz liquid
Waterskin4 pints
Services
ServicePay
Coach cab (Between towns)3 cp/mile
Coach cab (Within a city)1 cp
Hireling (Skilled)2 gp/day
Hireling (Unskilled)2 sp/day
Messenger2 cp/mile
Road or gate toll1 cp
Ship's passage1 sp/mile
Lifestyle Expenses
LifestyleCost/Day
Wretched
Squalid1 sp
Poor2 sp
Modest1 gp
Comfortable2 gp
Wealthy4 gp
Aristocratic10 gp min.
Food, Drink & Lodging
PHB '14, p. 158

§
ItemCost
Ale (Gallon)2 sp
Ale (Mug)4 cp
Banquet (per person)10 gp
Bread, loaf2 cp
Cheese, hunk1 sp
Meat, chunk3 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

Food & Water Needs
PHB '14, p. 185

Per Day Requirements

*Water needs double in hot conditions
Creature SizeFood & Water
Tiny¼ lb food, ½ gal water
Small/Medium1 lb food, 1 gal water
Large4 lbs food, 4 gal water
Huge16 lbs food, 16 gal water
Gargantuan64 lbs food, 64 gal water

Foraging Difficulty

Wisdom (Survival) check to find food and water
AvailabilityDC
Abundant10
Limited15
Very little20
Equipment & Economy Tips
Managing equipment and economy in your campaign can enhance player engagement and immersion. Here are some tips:
  • 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

Light Sources
PHB '14, p. 183

§
SourceBright LightDim LightDuration
Candle5' radius+5' radius1 hour
Lamp15' radius+30' radius6 hours
Lantern, bullseye60' cone+60' cone6 hours
Lantern, hooded30' radius+30' radius6 hours
Torch20' radius+20' radius1 hour
Jumping
Long Jump

With 10' run-up: 1 foot per point of Strength score

From standing: Half that distance

High Jump

With 10' run-up: 3 + Strength modifier (in feet)

From standing: Half that distance

Maximum reach:
Suffocating
PHB '14, p. 183

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 Categories
SizeSpaceHit DieExamples
Tiny2½ × 2½ ftd4Imp, sprite
Small5 × 5 ftd6Giant rat, goblin
Medium5 × 5 ftd8Orc, werewolf
Large10 × 10 ftd10Hippogriff, ogre
Huge15 × 15 ftd12Fire giant, treant
Gargantuan20 × 20 ft or largerd20Kraken, purple worm
Concentration

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)
Challenge Rating & XP
Challenge RatingProficiency BonusXP
0+20 or 10
1/8+225
1/4+250
1/2+2100
1+2200
2+2450
3+2700
4+21,100
5+31,800
6+32,300
7+32,900
8+33,900
9+45,000
10+45,900
11+47,200
12+48,400
13+510,000
14+511,500
15+513,000
16+515,000
17+618,000
18+620,000
19+622,000
20+625,000
21+733,000
22+741,000
23+750,000
24+762,000
25+875,000
26+890,000
27+8105,000
28+8120,000
29+9135,000
30+9155,000
Damage Types

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

Objects
DMG '14 p. 246

Object Armour Class

Object Hit-Points (DMG p.247)

Exhaustion
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

Recovery Rules:

Finishing a Long Rest reduces exhaustion level by 1, provided the creature has ingested food and drink.

Tracking
DC to track a creature based on ground surface and conditions.
DMG '14 p. 244
Ground SurfaceDC
Soft surface, e.g. snow, mud10
Dirt or Grass15
Bare Stone20
Each day since creature passed+5
Creature left a trail, e.g. blood-5
Overland Travel Pace
DMG '14 p. 242

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.
Random Weather
DMG '14 p. 109
D20Temperature
1 —14Normal for the Season
15 —174d6 °C colder than normal
18 —204d6 °C warmer than normal
Improvising Damage
DMG '14 p. 249
ExampleDice
Burned by coals, hit by falling book-case, pricked by poison needle1d10
Struck by lightning, stumbling into a fire-pit2d10
Hit by falling rubble, collapsing tunnel, stumble into vat of acid4d10
Crushed by compacting walls, hit by whirling steel blades, wading through lava stream10d10
Submerged in lava, hit by crashing flying fortress18d10
Tumble into vortex of Elemental Fire, crushed in jaws of god-like or moon-sized monster24d10
Rocks fall, everyone dies. Campaign ends.∞d10
Lingering Injuries
DMG '14 p. 272
D20Injury
1LOSE AN EYE. Disadvantage on Sight PER and Ranged attacks
2LOSE AN ARM OR HAND.
3LOSE A FOOT OR LEG. 1/2 speed on foot, fall prone after Dash, Disadvantage on DEX/Balance checks
4LIMP. Foot speed -5'. DC 10 DEX check after Dash or fall prone.
5-7INTERNAL INJURY. DC 15 CON check to act or react.
8-10BROKEN RIBS. As 5-7, but DC 10.
11-13HORRIBLE SCAR. Disadvantage on Persuasion, advantage on Intimidate.
14-16FESTERING WOUND. Hit-point maximum reduced by -1 per 24 hours.
17-20MINOR SCAR. No adverse effect.

Advanced Encounters

Chases
DMG '14 p. 252
  • 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

FactorStealth Check Has...
Quarry has many things to hide behindAdvantage
Quarry is in a very crowded or noisy areaAdvantage
Quarry has few things to hide behindDisadvantage
Quarry is in an uncrowded or quiet areaDisadvantage
The lead pursuer is a ranger or has proficiency in SurvivalDisadvantage
The lead pursuer is a rogue or has proficiency in StealthAdvantage
The quarry is heavily encumberedDisadvantage
The quarry is lightly encumberedAdvantage
Traps
DMG '14 p. 120

Trap Types

Mechanical: Pits, arrow traps, falling blocks, water-filled rooms, whirling blades - depend on physical mechanisms.
Magical Device: Initiate spell effects when activated.
Spell Traps: Spells like glyph of warding and symbol that function as traps.

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

Detection: Wisdom (Perception) check vs trap DC, or passive Perception to notice in passing.
Disabling: Intelligence (Investigation) to deduce what to do, then Dexterity check with thieves' tools.
Magic Traps: Intelligence (Arcana) check or dispel magic can disable most magic traps.

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.

Chase Complications
DMG '14 p. 254

Urban Complications (D20)

d20Complication
1A 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.
2A 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.
3A 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.
4A 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.
5The 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.
6You 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.
7You 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.
8A 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.
9An 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)
10You 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 — 20No complication.
Carousing (Downtime)
DMG '14 p. 128

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 + LevelResult
1 — 10Jailed 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 — 20Regain consciousness in a strange place with no memory of how you got there. You have been robbed of 3d6 x 5 gp.
21 — 30You make an enemy. This person/organisation is now hostile to you. DM determines offended party, you decide how you offended them.
31 — 40Whirlwind 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 — 80Modest winnings from gambling. Recuperate your lifestyle expenses for the time spent carousing.
81 — 90Modest 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.
Madness
Sometimes the stress of being an adventurer can be too much to bear.
DMG '14 p. 258

Short Term (lasts 1D10 minutes)

D100Effect
01 — 20Character retreats into their own mind and becomes paralysed. Effect ends if they take damage.
21 — 30Incapacitated - spends duration screaming, weeping, laughing.
31 — 40Frightened - must use all actions to flee source of fear.
41 — 50Babbling, incapable of normal speech.
51 — 60Must attack nearest creature each round.
61 — 70Hallucinations and disadvantage on ability checks.
71 — 75Does whatever anyone tells them to as long as it's not obviously self-destructive
76 — 80Overpowering urge to eat something strange (e.g. dirt, slime, offal)
81 — 90Character is stunned
91 — 100Character 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.

Advanced Encounter Design

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