DM Screen-Cheat Sheet - Vertical
DM Screen-Cheat Sheet - Vertical
Attack Make a melee or ranged attack, adding your relevant ability modifier and proficiency bonus if applicable.
Cast a Spell Cast a spell you are able to cast according to the rules of your spellcasting class. This spell must have a casting time of
‘1 action.’
Dash You may move an extra distance this turn equal to your current speed after applying any modifiers.
Disengage Your movement for the rest of your turn does no provoke attacks of opportunity.
Dodge Until the start of your next turn and as long as your speed is not 0 and you are not Incapacitated, attacks made against
you have disadvantage and you have advantage on Dexterity saving throws.
Escape Make an Athletics or Acrobatics check contested by the grappler’s Athletics check to escape a Grapple.
Grapple The target of your Grapple must be no more than one size category larger than you and it must be within your Reach.
When you take the Attack action you can forego one of your weapon attacks to try to Grapple your target. Make an
Athletics check contested by the target’s Athletics or Acrobatics check (their choice). If you succeed your target suffers
from the Grappled condition.
Help Your target gains advantage on the next ability check they make before the start of your next turn.
Hide Make a Stealth check to attempt to become hidden.
Improvise Take an action not described here, providing your DM allows it. E.g. Break down a door, intimidate foes.
Ready Ready an Action for use later during the round. Decide what circumstances might trigger your action. When the trigger
occurs you may choose to spend your Reaction after the trigger finishes to perform the readied Action or move a distance
up to your speed (if you readied Dash). If you Ready a spell it requires Concentration until it is triggered.
Search Depending on the nature of your search, make a Perception or Investigation check.
Shove As Grapple, but if you succeed you instead may choose to either knock your target prone or push it 5 feet away from you.
Stabilize Use a Healer’s Kit or make a Medicine check with a DC of 10 to cause a dying creature to become Stable.
Interactions COMBAT
• Draw or sheathe a weapon Determine The DM determines who is surprised as combat is starting by comparing the Stealth
• Open or close a door Surprise checks of anyone hiding with the Passive Perception score of each creature on the
opposing side.
• Withdraw an item from
your pack Establish The DM works with the players to determine where each of their characters are, either
• Pick up a dropped or Positions by using their marching order or their stated positions in the area when combat began.
unattended item Then the DM determines where each of the opposing creatures are.
• Hand an item to Roll Initiative Players roll initiative by making a Dexterity check, adding any bonuses to initiative
another player they might have.
• Throw a lever or switch The DM rolls initiative for the opposing creatures and may decide to make one roll for
• Turn a key in a lock entire groups of identical creatures. The initiative order is then arranged from highest
to lowest. This becomes the turn order and persists through each round. If a tie occurs
• Pull the hood of your cloak up between two players, they may decide who goes first; otherwise, the DM decides the
• After everyone involved in outcome of the tie.
the combat has had a turn,
the round ends. Repeat Steps Take Turns Each participant in the battle takes their turn in the order of initiative.
4 & 5 until the combat is over Begin the Next After everyone involved in the combat has had a turn, the round ends. Repeat Steps 4
Round & 5 until the combat is over.
your turn
Combat is organized into a system of rounds and turns. A round represents about 6 seconds of in game time, during which each participant
takes its own turn according to the initiative order. After every participant has had a turn a new round begins. Since a round represents a finite
amount of time, several factors will limit how you interact with the environment and other participants. The following action types are limited
to use during your turn unless stated otherwise; however, they can be performed in any order you choose.
Movement During your turn you can move a distance up to your speed. You can break up your movement, using a portion of your
speed before or after other actions you take on your turn, including between attacks. Movement through difficult terrain
is twice as difficult, costing you two feet of movement for every one.
Interaction During your turn you can communicate freely within the game (within reason). You can also interact with one object or
feature for free as part of your movement or action. Examples can be found below.
Action Your Action represents a major part of your turn. You can only perform one Action per turn. The most common Action is
the ‘Attack’ action, but there are a variety of other options detailed in the table below.
Bonus Action Your Bonus Action allows you to use various class features, spells, and other abilities that specifically state that they may
be activated using a Bonus Action. You can only perform one Bonus Action per turn.
Reaction Your Reaction is an action that is made in response to a trigger of some kind and as such it can be used when it is not your
turn. Once you use your Reaction you cannot use it again until the start of your next turn. Opportunity Attacks are the
most common type of Reaction and are made when an enemy leaves your reach. Various class features, spells, and other
abilities can also be used as a Reaction.
Ability Checks
Skills Typical Difficulty Classes
Ability Score Associated Skills Task Difficulty DC
Strength Athletics Trivial 5
Dexterity Acrobatics, Sleight of Hand, Stealth Easy 10
Constitution N/A (See Constitution table) Moderate 15
Intelligence Arcana, History, Investigation, Nature, Religion Hard 20
Wisdom Animal Handling, Insight, Medicine, Perception, Survival Very Hard 25
Charisma Deception, Intimidation, Performance, Persuasion Nearly Impossible 30
Strength
Strength measures bodily power and athletic training.
Athletics¹
Automatic Climb a wall with plenty of handholds or a secure, knotted rope or rope ladder; swim in relatively calm water; jump a number of
feet horizontally equal to half of your Strength score, or your full Strength score with a 10 foot running start; leap into the air a
number of feet equal to half of (3+ your Strength modifier), or the full amount with a 10 foot running start²
Easy Climb a wall lacking an adequate amount of handholds, tread water in rough conditions, jump a few feet farther than you normally
could; during a long jump, clear an obstacle such as a low-lying hedge or wall of height ≤ a fourth of the jump’s distance
Moderate Climb a rope dangling from a protrusion or overhang (i.e. lacking a vertical surface to brace against), swim in rough water or
against a mild current
Hard Climb a wall with very few handholds, catch yourself on a rope or other handhold in the middle or at the end of your jump, swim
in violent water or against a strong current
Very Hard Climb a slippery or sheer wall with little or no handholds, climb vertically along an overhang with adequate handholds, swim in
stormy waters
Feats of Strength • Other
Easy Force open a stuck or broken door, break free from weak bindings, pull a stuck or wedged object loose
Moderate Break through a wooden door reinforced with iron, hang on to a wagon while being dragged behind it
Hard Break through a heavy locked or barred door, topple a stone statue
Very Hard Break through a heavy, reinforced door such as a prison or armory door, hold a door shut against a room filling with water
1: A PC can climb and swim under normal conditions without having to make a check; however, strenuous conditions may require that they pass an Athletics check. Each foot of movement during
such a check costs an extra foot of movement, or an extra 2 feet if it is considered difficult terrain. Characters with climb and swim speeds ignore the extra costs associated with movement of
this type. Similarly, the horizontal and vertical distance a PC can jump without having to make a check is determined by their Strength score and modifier respectively. An Athletics check is
generally only required when attempting to jump a distance farther than the amount calculate in the table above.
2: During a vertical jump a PC can extend their arms in order to achieve an extra distance equal to ½ of their height, which they can effectively add to their jump distance in order to attempt to
grab on to a ledge or other handhold.
Dexterity
Dexterity measures agility, reflexes, and balance.
Acrobatics
Easy Walk across an icy surface, stay upright in a turbulent situation, land safely on difficult terrain
Moderate Walk along a narrow ledge, swing from a chandelier and land on your feet
Hard Cross a wildly swaying rope bridge
Very Hard Walk across a tightrope, vault over or under an enemy (through their space)
Sleight of Hand
Easy Perform simple acts of legerdemain such as palming a coin-sized object
Contest (vs. WIS) Plant or steal an object on or from a target, conceal an object on your person
Stealth¹
Contest (vs. WIS) Conceal yourself from enemies, sneak past unsuspecting targets, slip away while others are distracted
Pick Lock² • Disarm Trap² • Other
Easy Pick a simple lock, jam a simple trap, perform a task requiring particularly dexterous hands³
Moderate Pick a typical lock, escape from tight rope bindings, securely restrain a prisoner
Hard Pick an elaborate lock, disarm a trap of average complexity, steer a chariot around a tight corner
Very Hard Pick a masterwork lock, disarm a complex trap, escape from locked masterwork manacles
1: Generally, becoming hidden in combat requires being heavily obscured or under total cover, but ultimately the rules leave it up to your personal adjudication.
2: Proficiency with Thieves’ Tools allows a player to add their proficiency bonus to checks made to open locks and disarm traps.
3: Such as Operation.
Ability Checks (continued)
Constitution¹
Constitution measures health, stamina, and vital force.
Concentration
Easy Distracting environmental stimuli such as a wave crashing over the deck of a storm-tossed ship
Variable After taking damage make a Constitution Saving throw with a DC of either 10 or half of the damage taken, whichever is higher.
max(10,x)
Forced March²
Variable At the end of each hour a PC must make a Constitution saving throw with a DC equal to 10+ the number of hours traveled past
(DC 10+x) 8. On a failed throw the PC advances one level of exhaustion.
Air
A PC can hold their breath for a number of minutes equal to 1+ their Constitution modifier (minimum 30 seconds). When out of breath, a
PC can survive for a number of rounds equal to their Constitution modifier before they drop to 0 hit points and begin to die.
Food
A PC must eat one pound of food per day in order to subsist. They can go without food for a number of days equal to 3+ their Constitution
modifier (minimum 1) before they begin to starve. This day count is reset when the PC eats their fill for a day; otherwise, the PC advances
one level of exhaustion at the end of each day beyond their limit.
Water³
Automatic A PC drinking less than half the amount of water they require during the day advances one level of exhaustion at the end of the
day, or two levels if they are already suffering from exhaustion.
Moderate A PC drinking more than half the amount of water they require during the day but less than the full amount must succeed on a
Constitution saving throw or advance one level of exhaustion, or two levels if they are already suffering from exhaustion.
1: Constitution represents a largely passive set of ‘skills’ which have more to do with enduring than performing a specific action the PC can become proficient in. Therefore Constitution checks are
more uncommon than other ability checks and are usually made without adding a proficiency bonus, although situational bonuses may still apply. NOTE: An ability check is different from a
saving throw; players can be proficient at Constitution saving throws.
2: A PC can only travel for eight hours a day before they risk becoming exhausted.
3: A PC requires one gallon of water per day, or two if the climate is harsh.
Intelligence
Intelligence measures mental acuity, accuracy of recall, and the ability to reason.
Arcana • History • Nature • Religion
Easy Recall widely known information; identify common people, places, objects, symbols, fauna, or flora
Moderate Recall more obscure or specific information; identify uncommon people, places, objects, symbols, fauna, or flora
Hard Recall truly esoteric or precise information; identify rare people, places, objects, symbols, fauna, or flora
Very Hard Recall information that is known only by a privileged few; identify exceedingly rare people, places, objects, symbols, fauna, or flora
Investigation • Other
Easy Identify a particularly obvious trap or a secret or coded message left by a contact, communicate a simple idea with an
intelligent creature you don’t share a language with, discover the true nature of a low-level illusion
Moderate Identify a typical trap, determine time or cause of death of a recently deceased creature, estimate the material worth of an item,
discover the true nature of a mid-level illusion
Hard Identify a well-hidden trap, object, or area; forge a document or identify such a document, discover the true nature of a high-level
illusion
Very Hard Identify a magically-hidden trap, object, or area; discern the purpose and process of a complicated device or system; determine
the integrity of a structure, construct, or formation and identify any exploitable weak points
Ability Checks (continued)
Wisdom
Wisdom measures perceptiveness, intuition, and ability to attune to the surrounding world.
Insight • Perception
Easy Spot a prominent landmark or structure in the distance, hear the far-off sound of thunder signaling a coming storm,
determine if a child is telling the truth
Moderate Spot a natural-obscured object or feature, eavesdrop on a conversation in the next room, discern who among a cagey group is
the leader, discern the intended message of a non-verbal communication
Hard Spot a well-hidden object or feature, eavesdrop on a hushed conversation through a heavy door, guess at the enemy’s next
action
Very Hard Spot a nearly-invisible object or feature, read the lips of a creature you can see but not hear
Contest (vs. CHA) Determine if someone is lying or disguising themselves or their intentions
Contest (vs. DEX) Spot a creature attempting to hide, hear the movements of a hidden foe
Survival
Easy Follow a well-worn trail through a forest, follow the tracks of a creature through snow or mud, forage for a day’s worth
of food in a plentiful area, navigate on a clear night
Moderate Follow an abandoned or forgotten trail, track a creature through a forest, forage for a day’s worth of food in a sparse
area, navigate on a cloudy night, predict an oncoming storm, identify the signs of nearby creatures
Hard Track a creature over barren terrain, forage for a day’s worth of food in a harsh area, navigate through an alien area on
a cloudy night, predict tomorrow’s weather
Very Hard Track a creature after rainfall, navigate an alien area on a stormy night
Animal Handling • Medicine • Other
Easy Calm a domesticated animal, stabilize a dying creature outside of combat, diagnose a common ailment
Moderate Calm a wild but otherwise peaceful animal, intuit an animal’s emotional state, set a broken bone, perform a complex
maneuver while mounted, stabilize a dying creature in the middle of combat, diagnose an uncommon ailment
Hard Intuit a hostile animal’s next action, control an untrained mount, diagnose a rare ailment
Very Hard Calm a dangerous wild animal, diagnose magical and divine ailments
Charisma
Charisma measures force of personality, persuasiveness, personal magnetism, social influence, and physical attractiveness.
Deception
Contest (vs. WIS) Fast-talk or con someone, adopt a disguise or impersonate another creature, tell a convincing lie or otherwise hide your
true intentions
Intimidation
Easy Scare a spineless noble in to handing over their coin purse
Moderate Pry information out of an uncooperative prisoner, convince street thugs to back down from a confrontation
Hard Advise a guard that it might be best to look the other way this time around, coerce an official in to signing a document
Very Hard Frighten a creature larger than you, causing it to flee; stop an agitated mob in their tracks
Performance
Easy Routine performance such as telling a story in a tavern or around a campfire
Moderate Professional performance such as an inspiring speech or an impressive musical display which may attract the attention
of a local troupe and lead to regional fame
Hard Memorable performance which may attract the attention of a local patron and lead to national fame
Very Hard Extraordinary performance which may attract the attention of distant patrons and even extraplanar beings
Persuasion
Easy Convince the mayor to allow your party to help, calm a distraught person
Moderate Persuade a group of highway thieves to leave in peace, convince a friendly acquaintance that you know best
Hard Convince a chamberlain to let your party see the king, inspire or rally a crown of townsfolk, negotiate a peace between
warring tribes
Very Hard Convince a sphinx that you are worthy of the secrets it guards, assure a dragon you’re worth more alive than dead
Character Advancement Resting
Lv. Exp.¹ Prof. Bonus Short Rest
1 0 +2 A period of downtime lasting at least one hour, during which time you can do nothing
2 300 +2 more strenuous than eating, drinking, reading, or tending to wounds. The following effects
3 900 +2 resolve at the end of a Short Rest:
4 2,700 +2 • You regain the use of abilities, features, and resources
5 6,500 +3 that are refreshed by taking a Short Rest.
6 14,000 +3 • You are allowed to expend one of your accumulated Hit Die by rolling a die of
7 23,000 +3 the corresponding type. You regain hit points equal to the rolled value + your
8 34,000 +3 Constitution modifier. Afterwards, you may choose to spend another Hit Die.
9 48,000 +4 Long Rest
10 64,000 +4
A period of extended downtime lasting at least eight hours, during which time you must
11 85,000 +4 either sleep or perform only light activities such as talking, eating, or standing watch.
12 100,000 +4 These activities can occupy no more than 2 hours of your Long Rest. Performing more
13 120,000 +5 than an hour of strenuous activity such as walking or fighting will also interrupt your Long
14 140,000 +5 Rest. You may only benefit from one Long Rest in a 24-hour period and you must begin the
15 165,000 +5 rest with at least one hit point.
16 195,000 +5 The following effects resolve at the end of a Long Rest:
17 225,000 +6 • You regain the use of abilities, features, and resources
18 265,000 +6 that are refreshed by taking a Long Rest.
19 305,000 +6 • You regain all of your lost hit points unless otherwise indicated.
20 355,000 +6 • You regain a number of Hit Die equal to up half of your total possible Hit Die.
1: Experience points are cumulative.