I've been taking notes from the Basic Rules and will design my own Dungeon Master's Screen. This is what I have so far as a first draft. Will you make suggestions as to what rules I will put in? What is difficult to remember that isn't obvious that I should put in here?
Actions you can take during your turn
Attack
Cast a spell
Dash
You move double your current speed.
Disengage
You negate opportunity attacks against you.
Dodge
Attacks against you are at disadvantage.
You Dexterity save at advantage.
Help
You grant an adjacent ally advantage in attacking.
You grant the ally advantage on an ability check.
Hide
Roll Dexterity(Stealth) versus Wisdom(Perception)
or versus Passive Perception 10+wisdom modifier(+Perception Skill?)(+5 advantage?).
While hidden, you attack at advantage and are attacked at disadvantage.
Ready
Your action becomes your 1 reaction outside your turn.
Search(finding hidden objects)
Roll Wisdom(Perception).
Roll Intelligence(Investigation).
Use an object
Damage conditions
Blinded
Attacked at advantage.
Attacks at disadvantage.
Charmed
Deafened
Frightened
Rolls at disadvantage if frightener is within line-of-sight.
Grappled
Speed becomes 0 ft.
Incapacitated
Can't take actions or reactions.
Invisible
Attacks at advantage.
Attacked at disadvantage.
Paralyzed
Fails strength and dexterity saves.
Attacked at advantage.
Critically hit from melee attacks.
Petrified
Poisoned
Rolls at disadvantage.
Prone
Crawl or stand up.
Attacks at disadvantage.
Melee attacked at advantage.
Range attacked at disadvantage.
Restrained
Speed becomes 0 feet.
Attacks and dexterity saves at disadvantage.
Attacked at advantage.
Stunned
No actions, reactions, movement or speaking clearly.
Fails strength and dexterity saves.
Attacked at advantage.
Unconscious
Drops everything.
Falls prone.
Fails strength and dexterity saves.
Attacked at advantage.
Critically hit from all attacks.
Death
When a target's hit points are dropped to 0 or lower, you can choose to render the creature unconscious or kill it.
You die if your initial damage below 0 hp exceeds your maximum hit points.
Otherwise your hit points become 0.
You roll a 1d20 save if you start your turn with 0 hp.
10+ is a success.
9 or less is a failure.
If you take damage while at 0 hp, that is 1 failure.
Rolling a 20 gains you 1 hit point.
Rolling a 1 counts as 2 failures.
3 successes, you become stable with 0 hp and won't die. You don't need to save or die.
3 failures, you die.
Actions you can take during your turn
Attack
Cast a spell
Dash
You move double your current speed.
Disengage
You negate opportunity attacks against you.
Dodge
Attacks against you are at disadvantage.
You Dexterity save at advantage.
Help
You grant an adjacent ally advantage in attacking.
You grant the ally advantage on an ability check.
Hide
Roll Dexterity(Stealth) versus Wisdom(Perception)
or versus Passive Perception 10+wisdom modifier(+Perception Skill?)(+5 advantage?).
While hidden, you attack at advantage and are attacked at disadvantage.
Ready
Your action becomes your 1 reaction outside your turn.
Search(finding hidden objects)
Roll Wisdom(Perception).
Roll Intelligence(Investigation).
Use an object
Damage conditions
Blinded
Attacked at advantage.
Attacks at disadvantage.
Charmed
Deafened
Frightened
Rolls at disadvantage if frightener is within line-of-sight.
Grappled
Speed becomes 0 ft.
Incapacitated
Can't take actions or reactions.
Invisible
Attacks at advantage.
Attacked at disadvantage.
Paralyzed
Fails strength and dexterity saves.
Attacked at advantage.
Critically hit from melee attacks.
Petrified
Poisoned
Rolls at disadvantage.
Prone
Crawl or stand up.
Attacks at disadvantage.
Melee attacked at advantage.
Range attacked at disadvantage.
Restrained
Speed becomes 0 feet.
Attacks and dexterity saves at disadvantage.
Attacked at advantage.
Stunned
No actions, reactions, movement or speaking clearly.
Fails strength and dexterity saves.
Attacked at advantage.
Unconscious
Drops everything.
Falls prone.
Fails strength and dexterity saves.
Attacked at advantage.
Critically hit from all attacks.
Death
When a target's hit points are dropped to 0 or lower, you can choose to render the creature unconscious or kill it.
You die if your initial damage below 0 hp exceeds your maximum hit points.
Otherwise your hit points become 0.
You roll a 1d20 save if you start your turn with 0 hp.
10+ is a success.
9 or less is a failure.
If you take damage while at 0 hp, that is 1 failure.
Rolling a 20 gains you 1 hit point.
Rolling a 1 counts as 2 failures.
3 successes, you become stable with 0 hp and won't die. You don't need to save or die.
3 failures, you die.
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