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This document provides information on various mechanics in Dungeons & Dragons including damage levels, conditions, magic item pricing, spells, poisons, and rules for adventuring. It lists different conditions like blinded, charmed, frightened, and their effects. It also outlines rules for lack of food/water, jumping, squeezing, and underwater combat. Magic items are priced based on their rarity from common to legendary. Various poisons are listed with their prices. The chances of raising the dead through spells depends on the target's constitution. Exhaustion imposes penalties that increase with each level.

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Pawel Janas
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0% found this document useful (0 votes)
314 views5 pages

DM Screen

This document provides information on various mechanics in Dungeons & Dragons including damage levels, conditions, magic item pricing, spells, poisons, and rules for adventuring. It lists different conditions like blinded, charmed, frightened, and their effects. It also outlines rules for lack of food/water, jumping, squeezing, and underwater combat. Magic items are priced based on their rarity from common to legendary. Various poisons are listed with their prices. The chances of raising the dead through spells depends on the target's constitution. Exhaustion imposes penalties that increase with each level.

Uploaded by

Pawel Janas
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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Contents

Damage levels .......................................................... 2


Persuasion ................................................................ 2
Buying poisons ......................................................... 2
Buying spells............................................................. 2
Chance of raising the dead....................................... 2
Magic item base prices ............................................ 2
Exhaustion ................................................................ 3
Conditions ................................................................ 3
Blinded ................................................................. 3
Charmed ............................................................... 3
Deafened .............................................................. 3
Frightened ............................................................ 3
Grappled............................................................... 3
Incapacitated........................................................ 3
Invisible ................................................................ 3
Paralyzed .............................................................. 3
Petrified................................................................ 3
Poisoned............................................................... 3
Prone .................................................................... 3
Restrained ............................................................ 3
Stunned ................................................................ 3
Unconscious ......................................................... 3
Adventuring ................................................................. 3
Jumping .................................................................... 3
Lack of food .............................................................. 4
Lack of water ............................................................ 4
Foraging ................................................................... 4
Butchering creatures in the Underdark ................... 4
Monster research ..................................................... 4
Falling ....................................................................... 4
Squeezing ................................................................. 4
Suffocating ............................................................... 4
Underwater combat ................................................. 4
Damage levels Buying spells
Damage level and severity Buying spells
Level Setback Dangerous Deadly Price
1-4 1d10 2d10 4d10 Spell (gp)
5-10 2d10 4d10 10d10 Cure wounds 10
11-16 4d10 10d10 18d10 Divination 210
17-20 10d10 18d10 24d10 Greater restoration 450
Identify 20
Lesser restoration 40
Persuasion Prayer of healing 40
Persuasion Raise dead 1,250
Friendly Neutral Hostile Remove curse 90
Behavior DC DC DC Speak with dead 90

Accepts significant risk or


sacrifice to help 20 NA NA Chance of raising the dead
Accepts minor risk or Chance of raising the dead
sacrifice to help 10 20 NA CON Survival chance
3 40%
Does as asked without 4 45%
taking risks or sacrifices 0 10 20 5 50%
Offers no help but does 6 55%
no harm NA 0 10 7 60%
8 65%
Opposes adventurers' 9 70%
actions and may take 10 75%
risks to do so NA NA 0 11 80%
12 85%
13 90%
Buying poisons 14 92%
Poisons 15 94%
Price per 16 96%
Item Type dose (gp) 17 98%
Assassin's blood Ingested 150 18 100%
Burnt othur fumes Inhaled 500
Carrion crawler
mucus Contact 200 Magic item base prices
Drow poison Injury 200 Magic item base prices
Essence of ether Inhaled 300
Base price (gp)
Malice Inhaled 250 Rarity 1/2 consumable
Midnight tears Ingested 1,500 Common 100
Oil of taggit Contact 400 Uncommon 400
Pale tincture Ingested 250 Rare 4,000
Purple worm poison Injury 2000 Very rare 40,000
Serpent venom Injury 200 Legendary 200,000
Torpor Ingested 600
Truth serum Ingested 150
Wyvern poison Injury 1,200
Conditions and exhaustion Poisoned
Disadvantage on attack rolls and ability checks.
Conditions
Prone
Blinded
• May only crawl or stand up.
• Fails all ability checks that require sight.
• Disadvantage on attack rolls.
• Disadvantage on attacks.
• Is attacked with Advantage if attacker within 5 ft.
• Is attacked with Advantage.
• Is attacked with Disadvantage if attacker further
Charmed than 5 ft.
• Can’t attack or harm (spells, abilities) the
Restrained
charmer.
• Speed is 0.
• Social ability checks by the charmer gain
• Can’t benefit from speed bonuses.
Advantage.
• Disadvantage on attack rolls.
Deafened • Is attacked with Advantage.
Fails all ability checks that require hearing. • Disadvantage on Dexterity saving throws.

Frightened Stunned
• Disadvantage on attacks and ability checks when • No actions or reactions.
the source of fear within line of sight. • No move.
• Can’t willingly move closer to the source of fear. • Speech restricted.
• Is attacked with Advantage.
Grappled
• Fails Strength and Dexterity saving throws.
• Speed is 0.
• Can’t benefit from bonuses to speed. Unconscious
• Ends when grappler incapacitated or if creature • No actions or reactions.
grappled is removed from the grappler’s reach. • No move.
• No speech.
Incapacitated
No actions or reactions. • Unaware.
• Drops items.
Invisible • Is attacked with Advantage if within 5 ft.
• Heavily obscured for the purpose of hiding. • Attacks at 5 ft. range against creature are critical
• Advantage on attack rolls. if they hit.
• Is attacked with Disadvantage. • Fails Strength or Dexterity saving throws.
Paralyzed Exhaustion
• No actions or reactions.
Exhaustion
• No move.
Level Effect
• No speak.
1 Disadvantage on ability checks.
• Is attacked with Advantage.
2 Speed halved.
• Attacks at 5 ft. range against creature are critical Disadvantage to attack rolls and
if they hit. 3 saving throws.
• Fails Strength and Dexterity saving throws. 4 Hit point maximum halved.
5 Speed is 0.
Petrified
6 Death.
• No actions or reactions.
• No move or speak.
• Unaware.
• Is attacked with Advantage.
Adventuring
• Fails Strength and Dexterity saving throws. Jumping
• Resistance to all damage. Lateral: if moved 10 ft., can jump Strength value in
• Immune to poison and disease. feet. If not, half.
• Nonmagical items transformed.
• Weight x 10 and stops aging.
Vertical: If moved 10 ft., can jump 3 + Str modifier in Monster research
feet. If not, half. Type Relevant skill
Aberration Arcana
Reaching: vertical jump plus 1.5 times height.
Animal Handling,
Low obstacle: DC 10 Athletics check. Beast Nature, Survival
Celestial Arcana, Religion
Difficult terrain: DC10 Acrobatics or prone.
Construct Arcana
Lack of food Arcana, History,
Dragon Nature
• Can go without food for 3 + Con modifier days.
Elemental Arcana, Nature
Each day thereafter gain 1 level of exhaustion.
Fey Arcana, Nature
• Must eat 1 pound (ration) per day, can cut to half
Fiend Arcana, Religion
(counts as half day without food).
Giant History
• Eating missing rations resets the count. Humanoid History
Monstroity Nature or Survival
Lack of water
Ooze Arcana or Survival
• Must drink 1 gallon/day, 2 if hot. Plant Nature or Survival
• Can drink half but must test Constitution DC 15 or Undead Arcana or Religion
1 level of exhaustion.
• If no water for a day, 1 level of exhaustion. If
already has at least 1 level of exhaustion, gains 2 Falling
levels. Falling
Distance (ft.) Damage
Foraging
10 1d6
Only at Normal or Slow pace. 20 1d6 x 1d4
Gain 1d6 + WIS lbs. of food. 30 1d6 x 1d6
Gain 1d6 + WIS gallons of water. 40 1d6 x 1d8
Foraging 50 1d6 x 1d10
Terrain Sur. DC 60 1d6 x 1d12
Forest, Jungle 5 70 1d6 x 1d20
Hills, Plains 10 80 1d6 x 1d50
Mountains, Swamp, Upperdark 15 90 1d6 x 1d100
Desert, Middledark 20
Desert, Wasteland, Lowerdark 25
Squeezing
• May squeeze if space one size smaller.
Butchering creatures in the • Increases cost of movement by one.
• Disadvantage to attacks and Dexterity saving
Underdark
throws.
Butchering in the
• Is attacked with Advantage.
Underdark
Creature's size Rations Suffocating
Tiny 1
• May hold breath for 1 + Con modifier minutes.
Small 4
• When choking or out of breath, can last Con
Medium 16
modifier in rounds, then drops to 0 and can’t be
Large 31
stabilized/regain hit points until can breathe.

Underwater combat
Monster research
• Disadvantage on melee attacks unless has
Allows to find what monster wants.
swimming speed or uses dagger, javelin,
DC of skill is 10 + challenge rating. shortsword, spear or trident.
If delivered, grants Advantage on social checks.
• Disadvantage on ranged attacks unless using
crossbow, net or thrown like javelin (spear,
trident, dart).
• Ranged miss at long range.
• Resistant to fire damage.

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