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Custom 5e DM Screen - Landscape

The document describes various types of creature movement and random encounter chances based on location. It also provides a size chart for creatures, categorizing them as tiny, small, medium, large, huge, or gargantuan with corresponding hit dice. The final section outlines various conditions and states that creatures can be subjected to, such as blinded, charmed, deafened, and paralyzed, including their effects.
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0% found this document useful (0 votes)
294 views

Custom 5e DM Screen - Landscape

The document describes various types of creature movement and random encounter chances based on location. It also provides a size chart for creatures, categorizing them as tiny, small, medium, large, huge, or gargantuan with corresponding hit dice. The final section outlines various conditions and states that creatures can be subjected to, such as blinded, charmed, deafened, and paralyzed, including their effects.
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
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Movement Random Encounter Chances Creature Sizes

Type Description Area Roll 1d20… Encounter on… Size Space Hit Die Examples
Move Speed Once per hour of travel. Tiny 2.5’ by 2.5’ d4 Imp, Sprite
Climb on Difficult Terrain Once per 20 minutes of Rest during 18-20(15%) or Small 5’ by 5’ d6 Giant Rat, Goblin
Dangerous overworld area
STR check may apply the day. 19-20(10%) Medium 5’ by 5’ d8 Orc, Werewolf
Crawl While Prone, Move Speed Once at night. Large 10’ by 10’ d10 Hippogriff, Ogre
Difficult Terrain Move Speed Uncivilized, unsettled, or Once during the day. 17-20(20%) or Huge 15’ by 15’ d12 Fire Giant, Treant
Moving a Grappled unknown overworld area Once at night. 18-20(15%) Gargantuan 20’ by 20’ + d20 Kraken, Purple Worm
Creature Move Speed, unless creature is 2 sizes smaller
Well-traveled overworld
After moving 10’, = 3 + STR mod in feet Once a day-night Cycle. 20(5%)
area
Jump, High
From Standing, = STR mod in feet Structure or formation 17-20(20%) or
After moving 10’, jump = STR in feet Once per 15 minutes of Rest or Idle.
populated by hostiles 18-20(15%)
Jump, Long
From Standing, jump = STR in feet
Stand Spend half your move speed
Move Speed
Swim in rough water
STR check may apply. At 0 HP
Item Description
DC 10 – Stabilize on 3 Successes, Die on 3 Failures
Death Saves Natural 1 – Counts as 2 Fails
Natural 20 – Regain 1 HP
Conditions & States Take 1 Death Save Failure
Automatically fail any check requiring sight. Disadvantage on attack rolls. Damage after 0 HP Critical Hit counts as 2 Fails
Blinded
Attackers have advantage. Damage >= Max HP Kills you
Cannot attack the charmer or target them with harmful abilities or effects. PC may choose to Knock a creature
Subdue
Charmed
Charmer has advantage on interacting socially with the charmed creature. Concentration Unconscious instead of Killing it
Deafened Automatically fail any ability check that requires hearing. CON saving throw. DC 10 or half the damage you Short Rest 1 Hour. Can spend Hit Dice
Dead You are dead. Sorry. take,. whichever number is higher. 8 Hours. Restore all HP, Spell Slots, & total Hit
Long Rest
Exhausted See Exhaustion table Dice (Min. 1 HD)
At the end of a fall a creature takes 1d6 bludgeoning damage for every 10
Falling feet they fell (max 20d6) . A creature who takes damage this way is knocked Grappling
prone. Requires 1 Free Hand. Target no more than 1 Size larger. Opposed STR
Frightened
Disadvantage on ability checks and attack rolls while the source of the fear Cover (Athletics) VS. STR (Athletics) or DEX (Acrobatics). On Success, target is
is within sight. Cannot willingly move towards the source of the fear. Degree Effect Grappled. Your Move speed is halved unless target is 2 sizes or more smaller.
Speed reduced to 0. Ends when grappler is incapacitated, is no longer within Cover +2 to AC & DEX Saves
Grappled
reach, or fails a skill contest.
Incapacitated Cannot take actions or reactions.
Cover +5 to AC & DEX Saves Combat Actions
Resistance against nonmagical damage; targets are resistant against Full Cover Cannot be targeted Move
Incorporeal nonmagical damage from an incorporeal source. Can move through objects Walk / Run Up to Move Speed
and other creatures but must end movement in an empty space. Interaction
Invisible
Considered heavily obscured for the purposes of hiding. Advantage on Exhaustion Draw or Sheath a Weapon, Load a Crossbow, Retrieve a Stored Item, Pick up an Item,
attack rolls. Attackers have disadvantage. Lv. Effect Move Object, Open Chest, Open Door
Incapacitated and cannot move or speak. Automatically fail Strength and
Paralyzed Dexterity saving throws. Attackers have advantage and any attack that hits
1 Disadvantage on ability checks Standard Action (1 per Round)
and is made from within 5 feet is a crit. 2 Speed halved Attack Make a Melee or Ranged Attack
Weight increases by a factor of ten and no longer age. Incapacitated cannot Disadvantage on attack rolls and Cast a Spell With a 1 Action Cast Time
3
move or speak, and unaware of surroundings. Automatically fail Strength saving throws Dash Double total movement
Petrified and Dexterity saving throws. Attackers have advantage. Resistance to all 4 Hit point maximum halved
Disengage Movement doesn’t provoke OA’s
damage. Any poison or disease already afflicting the target is suspended and 5 Speed reduced to 0
Dodge Advantage on DEX Saves. Attacks VS. you have Disadvantage
the target become immune to poison and disease. 6 Death Make an Athletics or Acrobatics check contested by the
Poisoned Disadvantage on attack rolls and ability checks. Escape Grapple
grappler’s Athletics check to escape a Grapple
Only movement option is crawl until standing up. Disadvantage on attack
Prone rolls. Attackers within 5 feet have advantage, otherwise they have Traps Grapple
Can forego one weapon attack to perform a grapple when
you take the attack action
disadvantage. Can stand up by using half of your total movement speed. Trap Danger Save DC Attack Bonus Help Give Advantage to Another’s next Ability Check or Attack
Speed reduced to 0. Disadvantage on attack rolls and Dexterity saving Moderate 10 +5
Restrained Hide Make a DEX (Stealth) Check to Hide.
throws. Attackers have advantage. Dangerous 15 +8
Considered one size category smaller for the purposes of movement Ready Ready action for triggered event as a reaction
Deadly 20 +12 Search DM will ask for relevant check
through tight areas. Every foot of movement costs an extra foot.
Squeezing Damage Severity By Level
Disadvantage on attack rolls and Dexterity saving throws. Attackers have STR (Athletics) VS Target’s DEX (Acrobatics) to knock prone
Shove
advantage. Char LVL Moderate Dangerous Deadly or push 5’
0 hit points and unconscious but don’t need to make Death saving throws. 1-4 5 (1d10) 11( 2d10) 22( 4d10) Use a Healer’s Kit or make a Medicine check with a DC of 10
Stabilize
Any damage taken causes causes the creature to stop being stable and to 5 - 10 11 (2d10) 22 (4d10) 55(10d10) to cause a dying creature to become Stable
Stable resume making Death saving throws. The Stable condition ends when the 11 - 16 22 (4d10) 55 (10d10) 99 (18d10) Use an Object Activate an item
creature is no longer at 0 hit points. If still at 0 hit points after 1d4 hours, Improvised Action Anything not in the Rules
regain 1 hit point. 17 - 20 55 (10d10) 99 (18d10) 132 (24d10)
Incapacitated and cannot move. Ability to speak is impaired but not lost. Spell Equivalent By Level Bonus Action (1 per Round)
Stunned Automatically fail Strength and Dexterity saving throws. Attackers have Attack w/ 2 Light Weapons, use Bonus to attack w/ Offhand.
Char LVL Moderate Dangerous Deadly Two-Weapon Fighting
advantage. No Ability Mod to Damage
1-4 Cantrip 1dt 2nd Take a Bonus Action Bonus Action If Applicable
Incapacitated, cannot move or speak, and unaware of surroundings. Drop
any held items and fall prone. Automatically fail Strength and Dexterity 5 - 10 1st 3rd 6th Reaction (1 per Round)
Unconscious 11 - 16 3rd 6th 9th
saving throws. Attackers have advantage and any attack that hits from When Hostile Moves out of your Reach. Resolves before
17 - 20 6th 9th 9th + 5th Opportunity Attack
within 5 feet is a crit. Movement
Adventuring Gear Magic Item Rarity Food, Drink, and Lodging
Item Cost Weight Item Cost Weight Rarity Character Level Value Item Cost Item Cost
Abacus 2 gp 2 lb. Holy Symbol Common 1+ 50 - 100 GP Ale – Mug 4 CP Ale – Pitcher 2 SP
Acid (vial) 25 gp 1 lb. Amulet 5 gp 1 lb. Uncommon 1+ 101 - 500 GP Banquet/Person 10 GP Cheese, Hunk 1 SP
Alchemist’s Fire (Flask) 50 gp 1 lb. Emblem 5 gp — Rare 5+ 501 - 5,000 GP Meat, Chunk 3 SP
Ammunition Reliquary 5 gp 2 lb. Very Rare 11+ 5,001 - 50,000 GP Wine, Pitcher 2 SP Wine, Bottle 10 GP
Arrows (20) 1 gp 1 lb. Holy Water (Flask) 25 gp 1 lb. Legendary 17+ 50,001+ GP Quality (Day) Inn Stay Meals
Blowgun Needles (50) 1 gp 1 lb. Hourglass 25 gp 1 lb. Squalid 7 CP 3 CP
Crossbow Bolts (20) 1 gp 1 lb Hunting Trap 5 gp 25 lb. Poor 1 SP 6 CP
Sling Bullets (20)
Antitoxin (Vial)
4 cp
50 gp
1 lb.

Ink (1 Ounce Bottle)
Ink Pen
10 gp
2 cp


Potions of Healing Modest 5 SP 3 SP
Potion of... Rarity HP Regain Comfortable 8 SP 5 SP
Arcane Focus Jug or Pitcher 2 cp 4 lb. Wealthy 2 GP 8 SP
Healing Common 2d4 + 2
Crystal 10 gp 1 lb. Ladder (10-foot) 1 sp 25 lb. Aristocratic 4 GP 2 GP
Greater Healing Uncommon 4d4 + 4
Orb 20 gp 3 lb. Lamp 5 sp 1 lb.
Superior Healing Rare 8d4 + 8
Rod 10 gp 2 lb. Lantern, Bullseye 10 gp 2 lb.
Supreme Healing Very Rare 10d4 + 20
Staff
Wand
5 gp
10 gp
4 lb.
1 lb.
Lantern, Hooded
Lock
5 gp
10 gp
2 lb.
1 lb.
Lifestyle Expenses
Backpack 2 gp 5 lb. Magnifying Glass 100 gp —
Lifestyle Price/Day
Ball Bearings (Bag of 1,000) 1 gp 2 lb. Manacles 2 gp 6 lb. Magic Scrolls Wretched —
Task DC Squalid 1 sp
Barrel 2 gp 70 lb. Mess Kit 2 sp 1 lb.
Casting a Higher LVL Poor 2 sp
Basket 4 sp 2 lb. Mirror, Steel 5 gp lb.
Scroll than your own 10 + Spell Level Modest 1 gp
Bedroll 1 gp 7 lb. Oil (Flask) 1 sp 1 lb.
ability Comfortable 2 gp
Bell 1 gp — Paper (One Sheet) 2 sp — Copying Scrolls into Spell Int (Arcana) Check Wealthy 4 gp
Parchment (One Book 10 + Spell Level
Blanket 5 sp 3 lb. 1 sp — Aristocratic 10 gp minimum
Sheet) destroyed on failure in both cases
Block and Tackle 1 gp 5 lb. Perfume (Vial) 5 gp —
Book
Bottle, Glass
25 gp
2 gp
5 lb.
2 lb.
Pick, Miner’s
Piton
2 gp
5 cp
10 lb.
lb.
Services for Hire
Bucket 5 cp 2 lb. Poison, Basic (Vial) 100 gp — Light Sources Service Price
Caltrops (Bag of 20) 1 gp 2 lb. Pole (10-foot) 5 cp 7 lb. Source Bright Dim Duration Coach – Between Towns 3 CP/Mile
Candle 1 cp — Pot, Iron 2 gp 10 lb. Candle 5’ r +5’ r 1 hour Coach – Within City 1 CP
Case, Crossbow Bolt 1 gp 1 lb. Potion of Healing 50 gp lb. Lamp 15’ r +30’ r 6 hours Hireling – Skilled 2 GP/Day
Case, Map or Scroll 1 gp 1 lb. Pouch 5 sp 1 lb. Lantern,
60’ cone +60’ cone 6 hours Hireling – Unskilled 2 SP/Day
Chain (10 feet) 5 gp 10 lb. Quiver 1 gp 1 lb. Bullseye
Lantern, Messenger 2 CP/Mile
Chalk (1 piece) 1 cp — Ram, Portable 4 gp 35 lb. 30’ r +30’ r 6 hours
Hooded
Chest 5 gp 25 lb. Rations (1 Day) 5 sp 2 lb. Road or Gate Toll 1 CP
Torch 20’ r +20’ r 1 hour
Climber’s Kit 25 gp 12 lb. Robes 1 gp 4 lb. Ship’s Passage 1 SP/Mile
Clothes, Common 5 sp 3 lb. Rope, Hempen (50 feet) 1 gp 10 lb. Mounts, Vehicles PHB 157
Clothes, Costume 5 gp 4 lb. Rope, Silk (50 feet) 10 gp 5 lb.
Clothes, Fine 15 gp 6 lb. Sack 1 cp lb.
Carry Capacity First Level Spell 10-30 GP +C
Task Description Second Level Spell 30-50 GP +C
Clothes, Traveler’s 2 gp 4 lb. Scale, Merchant’s 5 gp 3 lb.
Component Pouch 25 gp 2 lb. Sealing Wax 5 sp — Carry 15 x STR in lbs. Third + Level Spell ???
Crowbar 2 gp 5 lb. Shovel 2 gp 5 lb. Push, Drag, Lift 30 x STR in lbs. Drops speed by 5.
Druidic Focus Signal Whistle 5 cp — Tiny Creatures Half; Large Creatures Double; Huge
creatures triple; gargantuan creatures quadruple.
Sprig of Mistletoe 1 gp — Signet Ring 5 gp —
Totem 1 gp — Soap 2 cp —
Wooden Staff 5 gp 4 lb. Spellbook 50 gp 3lb.
Yew Wand 10 gp 1 lb. Spikes, Iron (10) 1 gp 5 lb. Currency Mounts
Fishing Tackle 1 gp 4 lb. Spyglass 1,000 gp 1 lb. Coin CP SP EP GP PP Name Cost Speed Carry
Flask or Tankard 2 cp 1 lb. Tent, Two-Person 2 sp 20 lb. Copper (CP) 1 1/10 1/50 1/100 1/1000 Camel 50 GP 50 ft 480 LB
Grappling Hook 2 gp 4 lb. Tinderbox 5 sp 1 lb. Donkey/Mule 8 GP 40 ft 420 LB
Silver (SP) 10 1 1/5 1/10 1/100
Hammer 1 gp 3 lb. Torch 1 cp 1 lb. Elephant 200 GP 40 ft 1320 LB
Electrum (EP) 50 5 1 1/2 1/20 Horse, Draft 50 GP 40 ft 540 LB
Hammer, Sledge 2 gp 10 lb. Vial 1 gp —
Healer’s Kit 5 gp 3 lb. Waterskin 2 sp 5 lb. (Full) Gold (GP) 100 10 2 1 1/10 Horse, Riding 75 GP 60 ft 480 LB
Whetstone 1 cp 1 lb. Platinum (PP) 1000 100 20 10 1 Mastiff 25 GP 40 ft 195 LB
Pony 30 GP 40 ft 225 LB
Objects AC Warhorse 400 GP 60 ft 540 LB

Object Hit Points Material AC


Size Fragile HP Strong HP
Cloth, Paper, Rope 11 Traveling
Crystal, Glass, Ice 13 Distance Traveled per…
Tiny (Bottle, Lock) 2 (1d4) 5 (2d4) Travel Pace Effect
Wood, Bone 15 Minute Hour Day
Small (Chest, Lute) 3 (1d6) 10 (3d6)
Stone 17 Slow 200 ft. 2 miles 18 miles Able to stealth
Medium (Barrel) 4 (1d8) 18 (4d8)
Iron, Steel 19 Normal 300 ft. 3 miles 24 miles —
Large (Cart) 5 (1d10) 27 (5d10)
Mithral 21 Fast 400 ft. 4 miles 30 miles -5 penalty to Passive Perception
Adamantine 23
Weapons Armor & Shields Skills
Weapon Cost Damage Weight Properties Armor Cost AC Weight STR Stealth Skill Ability Skill Ability
Simple Melee Weapons Light Armor Acrobatics DEX Medicine WIS
Club 1 sp 1d4 Bludgeoning 2 lb. Light Padded 5 gp 11 + Dex 8 lb. — Disadv Animal Handling WIS Nature INT
Dagger 2 gp 1d4 Piercing 1 lb. Finesse, Light, Thrown (20/60) Leather 10 gp 11 + Dex 10 lb. — — Arcana INT Perception WIS
Greatclub 2 sp 1d8 Bludgeoning 10 lb. Two-handed Studded Leather 45 gp 12 + Dex 13 lb. — — Athletics STR Performance CHA
Handaxe 5 gp 1d6 Slashing 2 lb. Light, Thrown(20/60) Medium Armor Deception CHA Persuasion CHA
Javelin 5 sp 1d6 Piercing 2 lb. Thrown(30/120) Hide 10 gp 12 + Dex (Max 2) 12 lb. — — History INT Religion INT
Light Hammer 2 gp 1d4 Bludgeoning 2 lb. Light, Thrown(20/60) Chain Shirt 50 gp 13 + Dex (Max 2) 20 lb. — — Insight WIS Sleight of Hand DEX
Mace 5 gp 1d6 Bludgeoning 4 lb — Scale Mail 50 gp 14 + Dex (Max 2) 45 lb. — Disadv Intimidation CHA Stealth DEX
Quarterstaff 2 sp 1d6 Bludgeoning 4 lb. Versatile(1d8) Breastplate 400 gp 14 + Dex (Max 2) 20 lb. — — Investigation INT Survival WIS
Sickle 1 gp 1d4 Slashing 2 lb. Light Half Plate 750 gp 15 + Dex (Mas 2) 40 lb. — Disadv
Spear 1 gp 1d6 Piercing 3 lb. Thrown(20/60), Versatile(1d8) Heavy Armor
Unarmed Strike — 1 Bludgeoning — — Ring Mail 30 gp 14 40 lb. — Disadv
Tying Knots
The creature who ties the knot makes an Intelligence
Simple Ranged Weapons Chain Mail 75 gp 16 55 lb. STR 13 Disadv
(Sleight of Hand) check when doing so. The total of
Ammunition(80/320), Loading, Splint 200 gp 17 60 lb. STR 15 Disadv the check becomes the DC for an attempt to untie the
Crossbow, Light 25 gp 1d8 Piercing 5 lb.
Two-handed Plate 1500 gp 18 65 lb. STR 15 Disadv knot with an Intelligence (Sleight of Hand) check or
Dart 5 cp 1d4 Piercing lb. Finesse, Thrown(20/60) Shield to slip out of it with a Dexterity (Acrobatics) check.
Ammunition(80/320), Shield 10 gp +2 6 lb. —
Shortbow 25 gp 1d6 Piercing 2 lb.
Two-Handed
No Armor
Sling 1 sp 1d4 Bludgeoning — Ammunition(30/120)
Nothing/Cloth — 10 + Dex — — — Typical DC’s
Martial Melee Weapons Difficulty DC
Battleaxe 10 gp 1d8 Slashing 4 lb. Versatile(1d10) Very Easy 5
Flail 10 gp 1d8 Bludgeoning 2 lb. — Languages Easy 10
Glaive 20 gp 1d10 Slashing 6 lb. Heavy, Reach, Two-handed Language Typical Speakers Script Medium 15
Greataxe 30 gp 1d12 Slashing 7 lb. Heavy, Two-handed Standard Languages Hard 20
Greatsword 50 gp 2d6 Slashing 6 lb. Heavy, Two-handed Common Humans Common Very Hard 25
Halberd 20 gp 1d10 Slashing 6 lb. Heavy, Reach, Two-handed Dwarvish Dwarves Dwarvish Near Impossible 30
Lance 10 gp 1d12 Piercing 6 lb. Reach, Special Elvish Elves Elvish
Longsword 15 gp 1d8 Slashing 3 lb. Versatile(1d10)
Maul 10 gp 2d6 Bludgeoning 10 lb. Heavy, Two-handed
Giant
Gnomish
Ogres, Giants
Gnomes
Dwarvish
Dwarvish
Tracking WIS (Survival)
Morningstar 15 gp 1d8 Piercing 4 lb. — Ground Surface DC
Goblin Goblinoids Dwarvish
Soft Surface (Snow) 10
Pike 5 gp 1d10 Piercing 18 lb. Heavy, Reach, Two-handed Halfling Halflings Common
Dirt/Grass 15
Rapier 25 gp 1d8 Piercing 2 lb. Finesse Orc Orcs Dwarvish
Bare Stone 20
Scimitar 25 gp 1d6 Slashing 3 lb. Finesse, Light Exoctic Languages Each day passed +5
Shortsword 10 gp 1d6 Piercing 2 lb. Finesse, Light Abyssal Demons Infernal Trail such as blood -5
Trident 5 gp 1d6 Piercing 4 lb. Thrown(20/60), Versatile(1d8) Celestial Celestials Celestial
War Pick 5 gp 1d8 Piercing 2 lb. — Draconic Dragons, Dragonborn Draconic
Warhammer 15 gp 1d8 Bludgeoning 2 lb. Versatile(1d10)
Whip 2 gp 1d4 Slashing 3 lb. Finesse, Reach
Deep Speech
Infernal
Mind Flayers, Beholders
Devils

Infernal
Donning and
Martial Ranged Weapons Primordial Elementals Dwarvish Doffing Armor
Blowgun 10 gp 1 Piercing 1 lb. Ammunition(25/100), Loading Sylvan Fey Creatures Elvish Category Don Doff
Crossbow, hand 75 gp 1d6 Piercing 3 lb.
Ammunition(30.120), light, Undercommon Underdark Traders Elvish Level Up Light 1 min 1 min
loading LVL XP Prof Bonus Medium 5 min 1 min
Ammunition(100/400), Heavy, 1 0 Heavy 10 min 5 min
Crossbow, heavy 50 gp 1d10 Piercing 18 lb.
Loading, Two-handed 2 300
+2 Shield 1 action 1 action
Ammunition(150/600), Heavy, 3 900
Longbow 50 gp 1d10 Piercing 2 lb.
Two-handed
4 2700
Net 1 gp — 3 lb. Special, Thrown(5/15)
5 6500
6 14000
7 23000
+3 Book Quick Reference
8 34000 Name Location
9 48000 Random Encounters DMG Page 85
10 64000 Downtime Activities DMG Page 127
+4 Treasure DMG Page 133
11 85000
12 100000 Chases & Escape DMG Page 252
13 120000 Siege Equipment DMG Page 255
14 140000 Diseases DMG Page 256
+5 Poisons DMG Page 257
15 165000
16 195000 Madness DMG Page 258
17 225000 Random Dungeons DMG Page 290
18 265000 Combat PHB Page 189
+6 Underwater Combat PHB Page 198
19 305000
20 355000 Mounted Combat PHB Page 198
Spell Lists PHB Page 207

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