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Ilbranteloth's 5th Ed DM Screen (incorporating house rules) 1

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OK, V3 and I think I'm pretty satisfied with it. If there's anything missing that you'd like to see added, let me know.

The portrait and landscape versions are slightly different in order to fit them on their respective pages. All of the info is there though.

These incorporate my house rules including:

Called Shots: Disadvantage to attack (The AC to hit is the DC for the attempt); Target makes appropriate save, success can cause dazed, prone, incapacitated, or restrained condition.

Charge: Bonus action at end of Dash

Flank: If your attack hits, other allies within 5 ft of target attack with advantage or may move out of reach without provoking opportunity attack. What's not listed on the sheet yet is that I probably won't allow flanking if you are flanked as well. In other words, you have to outnumber your opponent and none of you can be adjacent to any other opponents.

Grapple: Disadvantage on check if you want to perform a special maneuver. I've listed attack, cast a spell, use object or item, disarm/grab, etc.

Knockdown/push/shove/tackle: expanded Shoving a creature.

Criticals: Target makes CON save or suffers an injury. If the save is a critical miss, then they suffer an additional condition - Bludgeoning: unconscious; Slashing: bleeding; Piercing: stunned.
Critical miss imposes opportunity attack, and the possibility to hit an ally if firing into melee.

Dazed: Disadvantage on attacks, saves, and checks.

Dying: If you're reduced to 0 hit points and dying, you suffer a level of exhaustion.

Healing: I've added nonmagical healing with healing kits (and without for healer feat).

Injured/diseased: Suffer one level of exhaustion. Recovery uses death saves, one per day. Greater restoration to recover injury, lesser restoration grants an extra save for disease but not injury.

Resting: Recover, minimum 10 minutes. Can spend hit dice; Short (3x daily), 30 minutes, recover class features. You can use a class feature otherwise, but CON check or suffer exhaustion.

Unconscious: Doesn't require 0 hit points. Recovery by death saves, one per round, failures have no effect (other than extending the condition).

All of these use existing mechanics and have been pretty balanced so far in play.

Enjoy!
OK, V3 and I think I'm pretty satisfied with it. If there's anything missing that you'd like to see added, let me know.

The portrait and landscape versions are slightly different in order to fit them on their respective pages. All of the info is there though.

These incorporate my house rules including:

Called Shots: Disadvantage to attack (The AC to hit is the DC for the attempt); Target makes appropriate save, success can cause dazed, prone, incapacitated, or restrained condition.

Charge: Bonus action at end of Dash

Flank: If your attack hits, other allies within 5 ft of target attack with advantage or may move out of reach without provoking opportunity attack. What's not listed on the sheet yet is that I probably won't allow flanking if you are flanked as well. In other words, you have to outnumber your opponent and none of you can be adjacent to any other opponents.

Grapple: Disadvantage on check if you want to perform a special maneuver. I've listed attack, cast a spell, use object or item, disarm/grab, etc.

Knockdown/push/shove/tackle: expanded Shoving a creature.

Criticals: Target makes CON save or suffers an injury. If the save is a critical miss, then they suffer an additional condition - Bludgeoning: unconscious; Slashing: bleeding; Piercing: stunned.
Critical miss imposes opportunity attack, and the possibility to hit an ally if firing into melee.

Dazed: Disadvantage on attacks, saves, and checks.

Dying: If you're reduced to 0 hit points and dying, you suffer a level of exhaustion.

Healing: I've added nonmagical healing with healing kits (and without for healer feat).

Injured/diseased: Suffer one level of exhaustion. Recovery uses death saves, one per day. Greater restoration to recover injury, lesser restoration grants an extra save for disease but not injury.

Resting: Recover, minimum 10 minutes. Can spend hit dice; Short (3x daily), 30 minutes, recover class features. You can use a class feature otherwise, but CON check or suffer exhaustion.

Unconscious: Doesn't require 0 hit points. Recovery by death saves, one per round, failures have no effect (other than extending the condition).

All of these use existing mechanics and have been pretty balanced so far in play.

Enjoy!
OK, V3 and I think I'm pretty satisfied with it. If there's anything missing that you'd like to see added, let me know.

The portrait and landscape versions are slightly different in order to fit them on their respective pages. All of the info is there though.

These incorporate my house rules including:

Called Shots: Disadvantage to attack (The AC to hit is the DC for the attempt); Target makes appropriate save, success can cause dazed, prone, incapacitated, or restrained condition.

Charge: Bonus action at end of Dash

Flank: If your attack hits, other allies within 5 ft of target attack with advantage or may move out of reach without provoking opportunity attack. What's not listed on the sheet yet is that I probably won't allow flanking if you are flanked as well. In other words, you have to outnumber your opponent and none of you can be adjacent to any other opponents.

Grapple: Disadvantage on check if you want to perform a special maneuver. I've listed attack, cast a spell, use object or item, disarm/grab, etc.

Knockdown/push/shove/tackle: expanded Shoving a creature.

Criticals: Target makes CON save or suffers an injury. If the save is a critical miss, then they suffer an additional condition - Bludgeoning: unconscious; Slashing: bleeding; Piercing: stunned.
Critical miss imposes opportunity attack, and the possibility to hit an ally if firing into melee.

Dazed: Disadvantage on attacks, saves, and checks.

Dying: If you're reduced to 0 hit points and dying, you suffer a level of exhaustion.

Healing: I've added nonmagical healing with healing kits (and without for healer feat).

Injured/diseased: Suffer one level of exhaustion. Recovery uses death saves, one per day. Greater restoration to recover injury, lesser restoration grants an extra save for disease but not injury.

Resting: Recover, minimum 10 minutes. Can spend hit dice; Short (3x daily), 30 minutes, recover class features. You can use a class feature otherwise, but CON check or suffer exhaustion.

Unconscious: Doesn't require 0 hit points. Recovery by death saves, one per round, failures have no effect (other than extending the condition).

All of these use existing mechanics and have been pretty balanced so far in play.

Enjoy!
OK, V3 and I think I'm pretty satisfied with it. If there's anything missing that you'd like to see added, let me know.

The portrait and landscape versions are slightly different in order to fit them on their respective pages. All of the info is there though.

These incorporate my house rules including:

Called Shots: Disadvantage to attack (The AC to hit is the DC for the attempt); Target makes appropriate save, success can cause dazed, prone, incapacitated, or restrained condition.

Charge: Bonus action at end of Dash

Flank: If your attack hits, other allies within 5 ft of target attack with advantage or may move out of reach without provoking opportunity attack. What's not listed on the sheet yet is that I probably won't allow flanking if you are flanked as well. In other words, you have to outnumber your opponent and none of you can be adjacent to any other opponents.

Grapple: Disadvantage on check if you want to perform a special maneuver. I've listed attack, cast a spell, use object or item, disarm/grab, etc.

Knockdown/push/shove/tackle: expanded Shoving a creature.

Criticals: Target makes CON save or suffers an injury. If the save is a critical miss, then they suffer an additional condition - Bludgeoning: unconscious; Slashing: bleeding; Piercing: stunned.
Critical miss imposes opportunity attack, and the possibility to hit an ally if firing into melee.

Dazed: Disadvantage on attacks, saves, and checks.

Dying: If you're reduced to 0 hit points and dying, you suffer a level of exhaustion.

Healing: I've added nonmagical healing with healing kits (and without for healer feat).

Injured/diseased: Suffer one level of exhaustion. Recovery uses death saves, one per day. Greater restoration to recover injury, lesser restoration grants an extra save for disease but not injury.

Resting: Recover, minimum 10 minutes. Can spend hit dice; Short (3x daily), 30 minutes, recover class features. You can use a class feature otherwise, but CON check or suffer exhaustion.

Unconscious: Doesn't require 0 hit points. Recovery by death saves, one per round, failures have no effect (other than extending the condition).

All of these use existing mechanics and have been pretty balanced so far in play.

Enjoy!
OK, V3 and I think I'm pretty satisfied with it. If there's anything missing that you'd like to see added, let me know.

The portrait and landscape versions are slightly different in order to fit them on their respective pages. All of the info is there though.

These incorporate my house rules including:

Called Shots: Disadvantage to attack (The AC to hit is the DC for the attempt); Target makes appropriate save, success can cause dazed, prone, incapacitated, or restrained condition.

Charge: Bonus action at end of Dash

Flank: If your attack hits, other allies within 5 ft of target attack with advantage or may move out of reach without provoking opportunity attack. What's not listed on the sheet yet is that I probably won't allow flanking if you are flanked as well. In other words, you have to outnumber your opponent and none of you can be adjacent to any other opponents.

Grapple: Disadvantage on check if you want to perform a special maneuver. I've listed attack, cast a spell, use object or item, disarm/grab, etc.

Knockdown/push/shove/tackle: expanded Shoving a creature.

Criticals: Target makes CON save or suffers an injury. If the save is a critical miss, then they suffer an additional condition - Bludgeoning: unconscious; Slashing: bleeding; Piercing: stunned.
Critical miss imposes opportunity attack, and the possibility to hit an ally if firing into melee.

Dazed: Disadvantage on attacks, saves, and checks.

Dying: If you're reduced to 0 hit points and dying, you suffer a level of exhaustion.

Healing: I've added nonmagical healing with healing kits (and without for healer feat).

Injured/diseased: Suffer one level of exhaustion. Recovery uses death saves, one per day. Greater restoration to recover injury, lesser restoration grants an extra save for disease but not injury.

Resting: Recover, minimum 10 minutes. Can spend hit dice; Short (3x daily), 30 minutes, recover class features. You can use a class feature otherwise, but CON check or suffer exhaustion.

Unconscious: Doesn't require 0 hit points. Recovery by death saves, one per round, failures have no effect (other than extending the condition).

All of these use existing mechanics and have been pretty balanced so far in play.

Enjoy!
OK, V3 and I think I'm pretty satisfied with it. If there's anything missing that you'd like to see added, let me know.

The portrait and landscape versions are slightly different in order to fit them on their respective pages. All of the info is there though.

These incorporate my house rules including:

Called Shots: Disadvantage to attack (The AC to hit is the DC for the attempt); Target makes appropriate save, success can cause dazed, prone, incapacitated, or restrained condition.

Charge: Bonus action at end of Dash

Flank: If your attack hits, other allies within 5 ft of target attack with advantage or may move out of reach without provoking opportunity attack. What's not listed on the sheet yet is that I probably won't allow flanking if you are flanked as well. In other words, you have to outnumber your opponent and none of you can be adjacent to any other opponents.

Grapple: Disadvantage on check if you want to perform a special maneuver. I've listed attack, cast a spell, use object or item, disarm/grab, etc.

Knockdown/push/shove/tackle: expanded Shoving a creature.

Criticals: Target makes CON save or suffers an injury. If the save is a critical miss, then they suffer an additional condition - Bludgeoning: unconscious; Slashing: bleeding; Piercing: stunned.
Critical miss imposes opportunity attack, and the possibility to hit an ally if firing into melee.

Dazed: Disadvantage on attacks, saves, and checks.

Dying: If you're reduced to 0 hit points and dying, you suffer a level of exhaustion.

Healing: I've added nonmagical healing with healing kits (and without for healer feat).

Injured/diseased: Suffer one level of exhaustion. Recovery uses death saves, one per day. Greater restoration to recover injury, lesser restoration grants an extra save for disease but not injury.

Resting: Recover, minimum 10 minutes. Can spend hit dice; Short (3x daily), 30 minutes, recover class features. You can use a class feature otherwise, but CON check or suffer exhaustion.

Unconscious: Doesn't require 0 hit points. Recovery by death saves, one per round, failures have no effect (other than extending the condition).

All of these use existing mechanics and have been pretty balanced so far in play.

Enjoy!
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