D&D 5e GM Screen

Rules
Combat
Spells
Conditions
Environment
NPCs
Loot
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Tools
Notes

Ability Checks

Roll d20 + ability modifier + proficiency bonus (if proficient). Compare to DC.

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

Saving Throws

Roll d20 + ability modifier + proficiency bonus (if proficient). Compare to DC.

  • Strength: Resist force that would physically move or bind you
  • Dexterity: Dodge area effects, such as fireball or breath weapons
  • Constitution: Endure a disease, poison, or other hazard that saps vitality
  • Intelligence: Disbelieve certain illusions and resist mental assaults
  • Wisdom: Resist effects that charm, frighten, or otherwise assault your willpower
  • Charisma: Withstand effects, such as possession, that would subsume your personality

Advantage and Disadvantage

Roll 2d20 and take the higher (advantage) or lower (disadvantage) result.

Common Skill Checks

Skill Ability
Acrobatics Dexterity
Animal Handling Wisdom
Arcana Intelligence
Athletics Strength
Deception Charisma
History Intelligence
Insight Wisdom
Intimidation Charisma
Investigation Intelligence
Medicine Wisdom
Nature Intelligence
Perception Wisdom
Performance Charisma
Persuasion Charisma
Religion Intelligence
Sleight of Hand Dexterity
Stealth Dexterity
Survival Wisdom

Passive Perception

10 + Wisdom modifier + proficiency bonus (if proficient)

Wisdom Modifier Passive Perception
-5 5
-4 6
-3 7
-2 8
-1 9
+0 10
+1 11
+2 12
+3 13
+4 14
+5 15

Resting

Short Rest (1 hour):

  • Spend Hit Dice to regain HP
  • Regain some class features

Long Rest (8 hours):

  • Regain all HP
  • Regain up to half total Hit Dice
  • Regain all spell slots
  • Regain most class features

Encounter Tracker

Initiative Tracker

Turn Tracker

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Effect Timer

    Combat Round Sequence

    1. Roll initiative (d20 + Dexterity modifier)
    2. Determine surprise
    3. Take turns in initiative order
    4. Begin the next round

    Actions in Combat

    • Attack
    • Cast a Spell
    • Dash
    • Disengage
    • Dodge
    • Help
    • Hide
    • Ready
    • Search
    • Use an Object

    Making an Attack

    1. Choose a target
    2. Determine modifiers
    3. Resolve the attack (d20 + modifiers vs AC)
    4. Deal damage

    Common Combat Actions

    Grapple:

    • Attacker's Athletics vs. target's Athletics or Acrobatics
    • On success, target is grappled (speed 0)

    Shove:

    • Attacker's Athletics vs. target's Athletics or Acrobatics
    • On success, target is pushed 5 feet or knocked prone

    Opportunity Attacks

    • Triggered when a creature moves out of your reach
    • Uses your reaction
    • Make one melee attack against the provoking creature

    Death Saving Throws

    • Roll d20 when starting your turn with 0 HP
    • 10 or higher: Success
    • 9 or lower: Failure
    • 3 successes: Become stable
    • 3 failures: Die
    • Natural 20: Regain 1 HP
    • Natural 1: Two failures

    Spell Preparation Tracker

    Spell Slots by Level

    Class Level Cantrip 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

    Concentration Tracker

    Not concentrating on any spell.

    Spell Save DC

    8 + proficiency bonus + spellcasting ability modifier

    Spell Attack Modifier

    Proficiency bonus + spellcasting ability modifier

    Counterspell and Dispel Magic

    Counterspell:

    • Reaction when you see a creature casting a spell
    • Automatically succeeds if the spell's level is equal or lower than the spell slot used
    • For higher-level spells: DC = 10 + spell's level

    Dispel Magic:

    • Ends spells of 3rd level or lower
    • For higher-level spells: DC = 10 + spell's level

    Common Conditions

    • Blinded: Automatically fail sight-based checks, attack rolls have disadvantage, attacker has advantage
    • Charmed: Can't attack charmer, charmer has advantage on social interactions
    • Frightened: Disadvantage on ability checks and attack rolls while source of fear in sight, can't willingly move closer to source of fear
    • Grappled: Speed becomes 0, ends if grappler incapacitated
    • Incapacitated: Can't take actions or reactions
    • Paralyzed: Incapacitated, auto fail Str and Dex saves, attack rolls have advantage, auto crit if attacker within 5 feet
    • Poisoned: Disadvantage on attack rolls and ability checks
    • Prone: Can only crawl, disadvantage on attack rolls, melee attack rolls against have advantage
    • Stunned: Incapacitated, auto fail Str and Dex saves, attack rolls against have advantage
    • Unconscious: Incapacitated, drop everything, fall prone, auto fail Str and Dex saves, attack rolls have advantage, auto crit if attacker within 5 feet

    Condition Tracker

    Light

    • Bright light: Normal vision
    • Dim light: Lightly obscured, disadvantage on Perception checks
    • Darkness: Heavily obscured, effectively blinded

    Cover

    • Half cover: +2 bonus to AC and Dexterity saving throws
    • Three-quarters cover: +5 bonus to AC and Dexterity saving throws
    • Full cover: Can't be targeted directly by attacks or spells

    Exhaustion Levels

    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

    Difficult Terrain

    • Each foot of movement costs 1 extra foot (2 total)
    • Swimming, climbing, and crawling already cost extra movement unless the creature has a special speed

    Underwater Combat

    • Melee weapon attacks have disadvantage unless the weapon is a dagger, javelin, shortsword, spear, or trident
    • Ranged weapon attacks automatically miss beyond their normal range
    • Creatures without swimming speed have disadvantage on Strength, Dexterity, and Constitution checks

    Weather Effects

    Environmental Hazards

    NPC Generator

    NPC Profiles

    NPC Reaction Roller

    Common NPC Stats

    Market Based on Town Size

    Name Size Vendor Price Sell Price Weight Quantity in Stock

    Loot Generator

    Random Treasure Tables

    Identify Magic Items

    Short rest: A character can focus on one magic item to learn its properties.

    Identify spell: Learn all properties of any number of items.

    Travel Pace

    Pace On Foot (Miles / Km per Hour) Mounted (Miles / Km per Hour) Cart / Wagon (Miles / Km per Hour) Distance per Day Effect
    Fast 4 miles (6.4 km) 6 miles (9.6 km) 4 miles (6.4 km) 30 miles (48 km) on foot, 45 miles (72 km) mounted -5 penalty to passive Wisdom (Perception) checks
    Normal 3 miles (4.8 km) 4.5 miles (7.2 km) 3 miles (4.8 km) 24 miles (38.6 km) on foot, 36 miles (57.6 km) mounted -
    Slow 2 miles (3.2 km) 3 miles (4.8 km) 2 miles (3.2 km) 18 miles (29 km) on foot, 27 miles (43.2 km) mounted Able to use stealth

    Additional Modes of Travel:

    • Ships: Depending on the size of the ship and the wind conditions, ships can travel up to 6 miles per hour (9.6 km) or 144 miles (230 km) per day.
    • Flying Mounts: Flying mounts, such as a griffon or wyvern, can fly at an average of 8 miles (12.8 km) per hour, covering up to 64 miles (102 km) per day.
    • Magical Travel: Teleportation and other magical forms of travel may bypass these rules entirely but often involve significant costs or risks.

    DC Challenges Based on Terrain:

    Terrain Type DC for Maintaining Normal Travel Pace
    Easy Terrain (open fields, flat roads) No check required
    Slightly Challenging Terrain (rolling hills, dense forests) DC 12 Wisdom (Survival) check to avoid delay or fatigue
    Moderately Challenging Terrain (rocky hills, swamps, light snow) DC 15 Wisdom (Survival) check to maintain pace
    Very Challenging Terrain (mountains, heavy snow, deserts) DC 17 Wisdom (Survival) check to maintain pace
    Extreme Terrain (steep mountains, quicksand, thick jungle) DC 20 Wisdom (Survival) check, failing imposes a delay or forces the party to slow to half speed

    Additional Notes:

    • Mounted Travel: Riding horses or other mounts increases travel pace by 50%, allowing faster travel over long distances. Mounts require rest and food similar to characters.
    • Cart/Wagon Travel: Travel by wagon or cart is slower due to the need to navigate roads or clear terrain. Carts require proper roads for efficient travel and may suffer in difficult terrain.
    • Terrain: Difficult terrain (dense forests, swamps, mountains) halves travel pace, while well-maintained roads can improve pace by up to 25%.
    • Forced March: Traveling beyond 8 hours in a day requires a DC 10 Constitution saving throw. Each additional hour adds +1 to the DC. A failed check results in 1 level of exhaustion.

    Navigation

    Wisdom (Survival) check to navigate through different terrains:

    • DC 10: Familiar terrain (well-known roads, paths, or regions).
    • DC 12: Lightly obscured terrain such as misty forests, shallow ravines, or light rain.
    • DC 15: Unfamiliar terrain (light forests, hills, or open fields).
    • DC 17: Mixed terrain, such as partially obstructed roads or regions with occasional natural hazards like narrow bridges or small cliffs.
    • DC 20: Harsh or featureless terrain (deserts, thick forests, steep mountains).

    Failed Navigation: Failure on a navigation check results in the party becoming lost. The DM rolls 1d6 to determine how many hours the party is delayed or how far they are led off-course.

    Foraging

    Wisdom (Survival) check to find food and water in the wild:

    • DC 10: Abundant resources (forests, fertile lands) provide enough food and water for 1d6 + Wisdom modifier creatures.
    • DC 12: Moderately resource-rich areas (light forests or grassy fields) where food is available but requires some effort to find.
    • DC 15: Limited resources (plains, hilly regions) provide food for 1d4 + Wisdom modifier creatures.
    • DC 17: Sparse resources in moderately harsh environments (drylands, cold forests) where water is scarce but not completely absent.
    • DC 20: Very limited resources (deserts, frozen tundra) provide food for 1d2 + Wisdom modifier creatures.

    Water Sources: In extreme conditions like deserts, a DC 17 Wisdom (Survival) check is needed to find a drinkable water source. Failure may result in dehydration and exhaustion.

    Dangerous Plants: Some plants or fungi encountered during foraging may be poisonous, requiring a DC 12 Constitution saving throw to avoid being poisoned.

    Tracking

    Wisdom (Survival) check to follow tracks of creatures or people:

    • DC 10: Tracks on soft surfaces (mud, snow, sand) under normal conditions.
    • DC 12: Partially obscured tracks due to light rain, recent foot traffic, or thin brush.
    • DC 15: Multiple creatures on soft surfaces or one creature on hard surfaces (packed dirt, rocky ground).
    • DC 17: Tracks that are partially obscured by weather (rain, wind) or the passage of time (up to 24 hours old).
    • DC 20: Difficult surfaces (rocky terrain, thick underbrush) or adverse weather conditions (heavy rain, snow).

    Modifiers:

    • +5 DC: Tracks more than 24 hours old.
    • -5 DC: Tracks left in near-perfect conditions (fresh snow, thick mud).

    Stealth

    Dexterity (Stealth) check vs. passive Wisdom (Perception) of creatures that might notice you:

    • Disadvantage: Moving at a fast pace or wearing medium or heavy armour without proficiency in Stealth.
    • DC 12: Attempting to sneak through lightly obscured areas (light fog, gentle rain) or across uneven ground.
    • Advantage: Moving at a slow pace or hiding in favourable conditions (thick fog, darkness, dense foliage).
    • DC 17: Trying to remain unseen in challenging circumstances, such as navigating through an enemy encampment or sneaking upwind of creatures with keen senses.

    Group Stealth: For group Stealth, at least half the party must succeed on their checks to avoid detection. Failing the group check may alert nearby creatures or trigger an ambush.

    Environmental Effects: Weather conditions (rain, wind, snow) or heavy foot traffic may impose disadvantage on Wisdom (Perception) checks to notice you. Use environmental conditions to your advantage to remain hidden.

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