DM Screen

DM 2 – Characters

Resources in Notion has all the good links

DM Screen-Cheat Sheet 2.0.pdf in dnd folder
Combat Text:

STat buff spells/potions/etc: eg like Haste Spel l(1 minute: extra action,+2 AC, advantage on DexST, and +1 action /turn  Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.only SPELL ENDS:, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

But minor version: +1 AC Adv on DEX, extra attack, dbl movement, 2 rounds)

The BEST generators are here – even a NPC team generator – great format too

Homebrew trinkets:;wild_surge-level=3

How Chasing works – Quick monster gen

DC for Skills: DC 5-8: Anybody should be able to do this if they apply themselves. There is a risk of failure, but it’s likely due to bad luck or an incomplete job. Example: finding an item under a bed, recalling common knowledge.
DC 9-14: This is a moderate challenge, but still easy for people who are experienced (proficient) in a skill. Those who are not familiar with the task will have some difficulty, but may be successful. Examples: recalling religious lore, picking an easy lock, climbing a rope.
DC 15-19: This is the range of professional expertise. Those without expertise in an area are highly unlikely to succeed on these tasks. Those with expertise/proficiency will have a challenge, and there is an even chance of failure for them. Examples: concealed and cleverly hidden items and objects, difficult locks, tracking an enemy through the woods.
DC 20+: This is the realm of superhuman expertise, abilities, and luck. Even the most proficient tier 1 characters will have a mere 30% chance of succeeding. I would not even let unproficient characters attempt these rolls. Examples: tracking through difficult terrain, knowing hidden/forgotten lore, breaking down a brick wall, breaking into a magically sealed vault.
If it’s either a guarantee (no risk, just attempting it will do it) or impossible (no chance of success at their level) don’t ask for a roll.

Put info from here into DM tooltiops and notes:

Skill Breakdown for 5th Edition D&D

DexterityConstitutionIntelligenceWisdomCharismaSkill DCs

Lifting, pushing, pulling, breaking, forcing, brute force
AthleticsDangerous situations when climbing, jumping, or swimming.Avoid hazards while climbingClimb a sheer or slippery cliffJump extra far or do a tricky stunt while jumpingClimbing while something is trying to knock you offSwimming or keeping your head above water in strong currents, storms, or thick weedsKeeping your head above water while something else tries to pull you under or otherwise interfere
Strength CheckSTR affects your carrying (STR mod x 15), pushing, dragging, or lifting max weight (2x carry), and your max jump height/distanceBreak out of bonds (ropes, manacles)Force open a door (stuck, locked, etc)Squeeze through a small spacePush over something heavyHang on while being dragged alongStop something heavy like a boulder or cart

Move gracefully, quickly, quietly, or keep from falling on difficult footing
AcrobaticsStay on your feet in a dangerous situationBalance on tightropeRun on icePerform stunts, dives, rolls, flips, and somersaultsKeep balance on a stormy ship’s deck
Sleight of HandSkillful hand use and manual trickeryPick someone elses pocket (coins, object, etc)Conceal an object on yourselfPlant an object on someone
StealthRemain out of sightSlip away in a busy crowdHide from enemies in shadows and behind objectsSlip past some guards unnoticedSneak up behind someone without being seen or heard
Dexterity CheckPick a lockDisable a trapTie someone upControl a runaway cartSteer a vehicle around a tight turnWriggle out of rope bondsPlay a stringed instrumentCraft a small or detailed object

Push yourself beyond your normal limits
Constitution CheckHold your breathTravel or work for over 8 hours without restGo without sleepSurvive without food or waterChug an ale in one shot

Logic, education, memory, deductive reasoning
ArcanaRecall knowledge about spells, magic items, symbols, magic traditions, the planes of existence, and the creatures on the planes.
HistoryRecall knowledge about events, famous people, kingdoms, wars, and lost civilizations.
InvestigationLook for clues and make deductions.Deduce the location of a hidden objectDetermine the cause of a woundFind the weak point in a tunnel to collapse itSearch through a scroll for hidden knowledge
NatureRecall knowledge about terrain, plants, animals, the weather, and natural cycles.
ReligionRecall knowledge about deities, rites, prayers, religious hierarchies, holy symbols, and secret cults.
Intelligence CheckCommunicate without spoken wordsEstimate the value of somethingMake a disguiseForge a documentRecall knowledge about a craft or tradeWin at trivia

Read body language, empathy, notice things around you, care for someone injured
Animal HandlingControl or influence an animalCalm a domesticated animalControl a mount when spooked or during risky maneuverUnderstand an animal’s intent
InsightDetermine a creature’s true intentTell if someone is lyingPredict someone’s next moveDetect a change in movements, speech habits, and mannerisms
MedicineStabilize a dying creature or diagnose an illness
PerceptionSpot, hear, or otherwise detect somethingHear a conversation through a closed doorEavesdrop under a windowHear a creature moving stealthilySpot something obscured or easily missed
SurvivalDo something difficult in natureFollow tracksHunt wild gameGuide a group through rough terrainIdentify signs of an animal nearbyPredict the weatherAvoid quicksand or other hazardsBuild a campfire in the rain
Wisdom CheckGet a gut feeling about a situationDetermine if a creature is undead

Make friends and influence people
DeceptionConvincingly hide the truthFast-talk a suspicious guardCon a merchantTrick the dealer when gamblingPass yourself off in a disguiseMaintain a straight face and body language when telling a blatant lie
IntimidationInfluence through threats, hostile actions, and physical violencePry information from a prisonerConvince thugs to back down from a muggingUse an improvised weapon to get someone to reconsider their choice
PerformanceDelight an audience with music, dancing, acting, storytelling, or other entertainment.Sing a song wellDance on the table as a distractionEntertain bandits
PersuasionInfluence others with your social gracesAct in good faithFoster friendshipsMake a civil requestExercise proper etiquetteConvince a chamberlain to grant audience with the kingNegotiating peace between warring tribesInspire a crowd
Charisma CheckFind a good source of news, rumors, or gossipBlend into a crowd and get a sense of key topics in conversations

Difficulty Class
Task DifficultyDC
Very Hard25
Nearly Impossible30

DC By Level

For a character to have a 50% chance of succeeding at a skill, you add 10 + their modifier. A typical modifier by level can be found in the table below, where “Proficiency” is their proficiency bonus, “Bonus” is the likely bonus of their highest attribute, and “Both” is the likely modifier for their best skill. Thus for a typical level 9 Wizard, they would have a 50% chance to succeed at a DC 19 Arcana check.

Bonus By Level

Social Checks

Attitudes are based on the NPC’s ideals, bonds, and flaws and disposition can typically be shifted by appealing to (up) or coming into conflict (down) with them, but never more than 1 shift in an encounter. Successful insight checks can give hints or insights into an NPC’s ideals, bonds, and flaws (and not as a catch-all lie detector). Use RP to determine disposition, and other PCs assisting can offer advantage or disadvantage on the roll based on if they’re helpful or unfavorable. More details here.

Friendly Disposition
0-9Helpful but won’t take risks
10-19Take minor risks to help
20+Accept significant risk or sacrifice to do as asked
Indifferent Disposition
0-9Won’t help, but won’t harm
10-19Helpful but won’t take risks
20+Take minor risks to help
Hostile Disposition
0-9Will actively try to hinder the PCs and will accept minor risks to do so
10-19Won’t help, but won’t harm
20+Helpful but won’t take risks or make any sacrifices

D&D 5e has three levels of Cover: Half Cover (+2 AC & Dexv Save), Three-Quarters Cover (+5 AC & Dex Save), and Total Cover.

Creatures benefits only from the most protective level of cover available. So if your are behind a stone fence that is 3/4 and a tree the is 1/2 cover, you only get 3/4. No compounding.

Half Cover comes from obstacles that hide at least half of a creature from at least one side. Examples of obstacles that grant Half Cover include low walls, trees, or another creature

3/4 is pretty broad. ie arrow slits are 3/4 – so anything that blocks at least 3/4 but isn’t total = 3/4.Examples of obstacles that grant Three-Quarters Cover include a wide tree, a wall with an arrow slit, or a creature at least one size larger than you.

Total Cover breaks line-of-sight completely. A creature behind Total Cover can not get targeted by most attacks or spells as an attacker or spellcaster can’t see them.

Pretty much just get behind something big enough and it counts as sover. That can be a knocked over table, or a wagon, or tree, or Dale.

There’s an optional rule where if you are hiding behind someone and the bonus AC is the difference between you getting hit or not, then your buddy takes the hit. I’m not going to to use that, but reserve the right to change my mind mid-session if it turns out to be broken like that,

Other things you hide behind can be destroyed from the fire you are avoiding.

Obv you can tajke cover then hidfe more easily then you could just inthe misddle of the battle

Shove- Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you.

High Ground


Range: Your Attack roll has disadvantage when your target is beyond normal range, and you can’t Attack a target beyond the long range.