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Fitz's 5e DM Screen

The document provides information on armor, weapons, equipment, conditions, abilities, and combat mechanics in Dungeons and Dragons. It includes tables detailing the various types of armor and weapons, their costs, properties and statistics. It also outlines conditions that creatures can be subjected to in combat and explains their effects. Ability scores and associated modifiers are defined along with typical difficulty classes for checks.

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swhitman69
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© © All Rights Reserved
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100% found this document useful (3 votes)
3K views3 pages

Fitz's 5e DM Screen

The document provides information on armor, weapons, equipment, conditions, abilities, and combat mechanics in Dungeons and Dragons. It includes tables detailing the various types of armor and weapons, their costs, properties and statistics. It also outlines conditions that creatures can be subjected to in combat and explains their effects. Ability scores and associated modifiers are defined along with typical difficulty classes for checks.

Uploaded by

swhitman69
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Equipment and Consumables: Provides detailed statistics and properties for different types of armour, weapons, food, drink, and lodging services available.
  • Character Advancement and Abilities: Offers information on character level progression, ability scores, modifiers, and skills important for character development.
  • Environmental Mechanics and Effects: Explains various environmental conditions, sources of light, damage types, and special situations impacting gameplay.

ARMOUR

Armour Type Cost AC STR Stealth Weight


LIGHT ARMOUR
Padded 5 gp 11+Dex Disad 8 lb
Leather 10 gp 11+Dex 10 lb
Studded Leather 45 gp 12+Dex 13 lb
MEDIUM ARMOUR
Hide 10 gp 12+Dex (max +2) 12 lb
Chain shirt 50 gp 13+Dex (max +2) 20 lb
Scale mail 50 gp 14+Dex (max +2) Disad 45 lb
Breastplate 400 gp 15+Dex (max +2) 20 lb
Half plate 750 gp 16+Dex (max +2) Disad 40 lb
HEAVY ARMOUR
Ring mail 30 gp 14 Disad 40 lb
Chain mail 75 gp 16 Str 13 Disad 55 lb
Splint 200 gp 17 Str 15 Disad 60 lb
Plate 1,500 gp 18 Str 15 Disad 65 lb
SHIELD
Shield 10 gp + 2 6 lb
WEAPONS
Name Cost Damage Weight Properties
SIMPLE MELEE WEAPONS
Club 0.1 1d4 B 2 Light
Dagger 2 1d4 P 1 Finesse, light, thrown (range 20/60)
Greatclub 0.2 1d8 B 10 2-handed
Handaxe 5 1d6 S 2 Light, thrown (range 20/60)
Javelin 0.5 1d6 P 2 Thrown (range 30/120)
Light hammer 2 1d4 B 2 Light, thrown (range 20/60)
Mace 5 1d6 B 4
Quarterstaff 0.2 1d6 B 4 Versatile (1d8)
Sickle 1 1d4 S 2 Light
Spear 1 1d6 P 3 Thrown (range 20/60), versatile
Unarmed strike 1 B
SIMPLE RANGED WEAPONS
Crossbow, light 25 1d8 P 5 Ammo (range 80/320), loading, 2-handed
Dart 0.05 1d4 P Finesse, thrown,(range 20/60)
Shortbow 25 1d6 P 2 Ammo (range 80/320), 2-handed
Sling 0.1 1d4 B Ammo (range 30/120)
MARTIAL MELEE WEAPONS
Battleaxe 10 1d8 S 4 Versatile (1d10)
Flail 10 1d8 B 2
Glaive 20 1d10 S 6 Heavy, reach, 2-handed
Greataxe 30 1d12 S 7 Heavy, 2-handed
Greatsword 50 2d6 S 6 Heavy, 2-handed
Halberd 20 1d10 S 6 Heavy, reach, 2-handed
Lance 10 1d12 P 6 Reach, special
Longsword 15 1d8 S 3 Versatile (1d10)
Maul 10 2d6 B 10 Heavy, 2-handed
Morningstar 15 1d8 P 4
Pike 5 1d10 P 18 Heavy, reach, 2-handed
Rapier 25 1d8 P 2 Finesse
Scimitar 25 1d6 S 3 Finesse, light
Shortsword 10 1d6 S 2 Finesse, light
Trident 5 1d6 P 4 Thrown (range 20/60, versatile (1d8))
War pick 5 1d8 P 2
Warhammer 15 1d8 B 2 Verstile (1d10)
Whip 2 1d4 S 3 Finesse, lreach
MARTIAL RANGED WEAPONS
Blowgun 10 1 P 1 Ammo (range 25/100), loading
Crossbow, hand 75 1d6 P 3 Ammo (range 30/120), loading, light
Crossbow, heavy 50 1d10 P 18 Ammo (range 100/400), loading, heavy, 2-handed
Longbow 50 1d8 P 2 Ammo (range 150/600), heavy, 2-handed
Net 1 3 Special, thrown (range 5/15)
DONNING & DOFFING ARMOUR
Category Don Doff
Light Armour 1 min 1 min
Medium Armour 5 min 1 min
Heavy Armour 10 min 5 min
Shield 1 action 1 action
LIFESTYLE EXPENSES
Lifestyle Cost/Day
Wretched
Squalid 1 sp
Poor 2 sp
Modest 1 gp
Comfortable 2 gp
Wealthy 4 gp
Aristocratic 10 gp min.
FOOD, DRINK & LODGING
Item Cost
Gallon 2 sp
Mug 4 cp
Banquet (per person) 10 gp
Bread, loaf 2 cp
Cheese, hunk 1 sp
Squalid 7 cp
Poor 1 sp
Modest 5 sp
Comfortable 8 sp
Wealthy 2 gp
Aristocratic 4 gp
Squalid 3 cp
Poor 6 cp
Modest 3 sp
Comfortable 5 sp
Wealthy 8 sp
Aristocratic 2 gp
Meat, chunk 3 sp
Common (pitcher) 2 sp
Fine (bottle) 10 gp
CONTAINER CAPACITY
Container Capacity
Backpack 1 ft
3
/ 30 lbs
Barrel 40 gall / 4 ft
3
Basket 2 ft
3
/ 40 lbs
Bottle 1 pints
Bucket 3 gall / ft
3
Chest 12 ft
3
/ 300 lbs
Flask/tankard 1 pint
Jug/pitcher 1 gallon
Pot, iron 1 gallon
Pouch
1
/
5
ft
3
/ 6 lbs
Sack 1 ft
3
/ 30 lbs
Vial 4 oz liquid
Waterskin 4 pints
SERVICES
Service Pay
Coach cab
Between towns 3 cp/mile
Within a city 1 cp
Hireling
Skilled 2 gp/day
Unskilled 2 sp/day
Messenger 2 cp/mile
Road or gate toll 1 cp
Ship's passage 1 sp/mile
Mounts & Other Animals
Tack, Harness & Drawn Vehicles
Waterborne Vehicles PHB p.157
CONDITIONS
BLINDED
Creature cant see, automatically fails any ability
check that requires sight.
Attacks vs creature have advantage, creatures
attacks have disadvantage.
CHARMED
Cant attack charmer, target charmer with harmful
abilities/effects.
Charmer has advantage on check to interact
socially with creature.
DEAFENED
Creature cant hear and auto-fails any check that
requires hearing.
FRIGHTENED
Creature has disadvantage on ability checks and
attack rolls while the source of its fear is within line
of sight.
The creature cant willingly move closer to the
source of its fear.
GRAPPLED
Speed becomes 0, cant benefit from any bonus to
speed.
Condition ends if grappler is incapacitated.
Condition also ends if an effect removes the
grappled creature from the reach of the grappler or
grappling effect
INCAPACITATED
An incapacitated creature cant take actions or
reactions.
INVISIBLE
Creature is impossible to see without the aid of
magic or a special sense. For the purpose of
hiding, the creature is heavily obscured. Creatures
location can be detected by noise or any tracks it
leaves.
Attacks vs creature have disadvantage., creatures
attacks have advantage.
PARALYZED
Creature is incapacitated, cant move/speak.
Creature automatically fails STR and DEX saving
throws.
Attack rolls against the creature have advantage.
Any attack that hits is critical hit if attacker is
within 5 of creature.
PETRIFIED
Creature is transformed, along with any non-
magical object it is wearing or carrying, into solid
inanimate substance (usually stone). Weight
increases by x 10, creature ceases aging.
Creature is incapacitated, cant move or speak,
and is unaware of its surroundings.
Attacks against the creature have advantage.
The creature automatically fails STR and DEX
saving throws.
The creature has resistance to all damage.
Creature is immune to poison and disease: poison
or disease already in its system is suspended, not
neutralized.
POISONED
Creature has disadvantage on attack rolls and
ability checks.
PRONE
Creatures only movement option is to crawl,
unless it stands up.
Creature has disadvantage on attacks.
Attacks vs creature have advantage if attacker is
within 5 of creature. Otherwise, the attack has
disadvantage.
RESTRAINED
Creatures speed becomes 0, cant benefit from
any bonus to its speed.
Attacks vs creature have advantage, and creatures
attacks have disadvantage.
The creature has disadvantage on DEX saving
throws.
STUNNED
Creature is incapacitated, cant move, and can
speak only falteringly.
Creature automatically fails STR and DEX saving
throws.
Attack rolls against the creature have advantage.
UNCONSCIOUS
Creature incapacitated, cant move/speak, unaware
of surroundings.
The creature drops whatever its holding and falls
prone.
The creature automatically fails STR and DEX
saving throws.
Attack rolls against the creature have advantage.
Any attack that hits is critical hit if attacker is
within 5 of creature.
STRENGTH
Athletics
DEXTERITY
Acrobatics
Sleight of Hand
Stealth
CONSTITUTION
INTELLIGENCE
Arcana
History
Investigation
Nature
Religion
WISDOM
Animal Handling
Insight
Medicine
Perception
Survival
CHARISMA
Deception
Intimidation
Performance
Persuasion
PASSIVE
PERCEPTION =
10 + all Wisdom
Modifiers
TYPICAL DIFFICULTY
CLASSES
Task Difficulty DC
Very Easy 5
Easy 10
Medium 15
Hard 20
Very Hard 25
Nearly Impossible 30
ABILITY SCORES & MODIFIERS
Score Modifier Score Modifier
1 -5 1617 + 3
23 -4 1819 + 4
45 -3 2021 + 5
67 -2 2223 + 6
89 -1 2425 + 7
1011 0 2627 + 8
1213 + 1 2829 + 9
1415 + 2 30 + 10
CHARACTER ADVANCEMENT
Experience
Points
Level
Proficiency
Bonus
0 1 + 2
300 2 + 2
900 3 + 2
2,700 4 + 2
6,500 5 + 3
14,000 6 + 3
23,000 7 + 3
34,000 8 + 3
48,000 9 + 4
64,000 10 + 4
85,000 11 + 4
100,000 12 + 4
120,000 13 + 5
140,000 14 + 5
165,000 15 + 5
195,000 16 + 5
225,000 17 + 6
265,000 18 + 6
305,000 19 + 6
355,000 20 + 6
SPELL SAVE DC =
8
+ Ability Modifier
+ Proficiency Bonus
+ Situational Modifiers
EXHAUSTION
Level Effect
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
Zero
6 Death
Finishing a Long Rest
reduces a creature's
exhaustion level by 1,
provided that the
creature has also
ingested some food
and drink.
ACTIONS IN COMBAT
ATTACK
See PHB pp.103-196
CAST A SPELL
See PHB p.202 for the rules regarding
spell-use
DASH
Move up to 2x your current Move
DISENGAGE
Your movement doesnt provoke opportunity
attacks until your next turn
DODGE
Attacks against you are at disadvantage,
and you make DEX rolls with advantage.
Benefit is lost if incapacitated or speed
drops to 0.
HELP
Give another creature advantage on an
attack or ability check (PHB p.192)
HIDE
Make a DEX (Stealth) check in an attempt to
hide vs opposed WIS (Perception) check (see
PHB p.196)
READY
Take a reaction in response to a defined
trigger event, or ready a spell and hold its
energy (PHB p.193)
SEARCH
Make a WIS (Perception) or INT
(Investigation) check
USE AN OBJECT
DAMAGE TYPES
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.
SIZE CATEGORIES
Size Space Hit Die Examples
2 by 2 ft d4 Imp, sprite
5 by 5 ft d6 Giant rat, goblin
5 by 5 ft d8 Orc, werewolf
10 by 10 ft d10 Hippogriff, ogre
15 by 15 ft d12 Fire giant, treant
20 x 20 ft or larger d20 Kraken, purple worm
CHALLENGE RATING,
PROFICIENCY BONUS & XP
Challenge
Rating
Proficiency
Bonus
XP
0 + 2 0 or 10
1/8
+ 2 25
+ 2 50
+ 2 100
1 + 2 200
2 + 2 450
3 + 2 700
4 + 2 1,100
5 + 3 1,800
6 + 3 2,300
7 + 3 2,900
8 + 3 3,900
9 + 4 5,000
10 + 4 5,900
11 + 4 7,200
12 + 4 8,400
13 + 5 10,000
14 + 5 11,500
15 + 5 13,000
16 + 5 15,000
17 + 6 18,000
18 + 6 20,000
19 + 6 22,000
20 + 6 25,000
21 + 7 33,000
22 + 7 41,000
23 + 7 50,000
24 + 7 62,000
25 + 8 75,000
26 + 8 90,000
27 + 8 105,000
28 + 8 120,000
29 + 9 135,000
30 + 9 155,000
JUMPING
LONG JUMP
1 foot per pt of STR with 10
run-up, that distance from
standing
HIGH JUMP
3 + STR Mod. in feet with 10
run-up, that distance from
standing.
Max. Reach = jump height +
1 x character height.
SUFFOCATING
A creature can hold its breath
for 1 + CON Mod. minutes
(min. 30 seconds)
When it runs out of breath, it
can survive for a number of
rounds equal to its CON Mod.
At the start of its next turn, it
drops to 0 hp and is dying.
CONCENTRATION
Normal activities such as moving or attacking do not interfere
with concentration. Concentration can be broken by:
Make a CON save (DC = 10 or damage
taken, whichever is higher) to maintain concentration. Make
a separate save for each source of damage.
e.g. being doused by a
wave, a very loud noise, a blinding flash of light, having a
weasel put down your trousers etc. requires a DC 10 CON
save.
COVER
Cover AC and DEX Save Bonus
cover + 2
cover + 5
Total cover Target can't be targeted
directly, but might still
be affected by Area of
Effect spells etc.
LIGHT SOURCES
Source Bright Dim Duration
Candle 5' r + 5' r 1 hour
Lamp 15' r + 30' r 6 hours
Lantern, bullseye 60' cone + 60' cone 6 hours
Lantern, hooded 30' r + 30' r 6 hours
Torch 20' r + 20' r 1 hour
Continual Flame 20' r + 20' r Until dispelled
Dancing Lights 10' r Up to 1 min
Faerie Fire 10' r Up to 1 min
Flame Blade 10' r +10' r Up to 10 mins
Flaming Sphere 20' r + 20' r Up to 1 min
Holy Aura 5' r Up to 1 min
Light 20' r + 20' r 1 hour
Moonbeam 5' r cylinder Up to 1 min
Prismatic Wall 100' + 100' 10 mins
Wall of Fire 60' + 60' Up to 1 min

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