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Help Me With My DM Screen(Basic Rules Cheat Sheet)
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<blockquote data-quote="ren1999" data-source="post: 6337858" data-attributes="member: 85179"><p>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?</p><p></p><p>Actions you can take during your turn</p><p></p><p>Attack</p><p></p><p>Cast a spell</p><p></p><p>Dash</p><p>You move double your current speed.</p><p></p><p>Disengage</p><p>You negate opportunity attacks against you.</p><p></p><p>Dodge</p><p>Attacks against you are at disadvantage.</p><p>You Dexterity save at advantage.</p><p></p><p>Help</p><p>You grant an adjacent ally advantage in attacking.</p><p>You grant the ally advantage on an ability check.</p><p></p><p>Hide</p><p>Roll Dexterity(Stealth) versus Wisdom(Perception)</p><p>or versus Passive Perception 10+wisdom modifier(+Perception Skill?)(+5 advantage?).</p><p>While hidden, you attack at advantage and are attacked at disadvantage.</p><p></p><p>Ready</p><p>Your action becomes your 1 reaction outside your turn.</p><p></p><p>Search(finding hidden objects)</p><p>Roll Wisdom(Perception).</p><p>Roll Intelligence(Investigation).</p><p></p><p>Use an object</p><p></p><p>Damage conditions</p><p></p><p>Blinded</p><p>Attacked at advantage.</p><p>Attacks at disadvantage.</p><p></p><p>Charmed</p><p></p><p>Deafened</p><p></p><p>Frightened</p><p>Rolls at disadvantage if frightener is within line-of-sight.</p><p></p><p>Grappled</p><p>Speed becomes 0 ft.</p><p></p><p>Incapacitated</p><p>Can't take actions or reactions.</p><p></p><p>Invisible</p><p>Attacks at advantage.</p><p>Attacked at disadvantage.</p><p></p><p>Paralyzed</p><p>Fails strength and dexterity saves.</p><p>Attacked at advantage.</p><p> Critically hit from melee attacks.</p><p></p><p>Petrified</p><p></p><p>Poisoned</p><p>Rolls at disadvantage.</p><p></p><p>Prone</p><p>Crawl or stand up.</p><p>Attacks at disadvantage.</p><p>Melee attacked at advantage.</p><p>Range attacked at disadvantage.</p><p></p><p>Restrained</p><p>Speed becomes 0 feet.</p><p>Attacks and dexterity saves at disadvantage.</p><p>Attacked at advantage.</p><p></p><p>Stunned</p><p>No actions, reactions, movement or speaking clearly.</p><p>Fails strength and dexterity saves.</p><p>Attacked at advantage.</p><p></p><p>Unconscious</p><p>Drops everything.</p><p>Falls prone.</p><p>Fails strength and dexterity saves.</p><p>Attacked at advantage.</p><p>Critically hit from all attacks.</p><p></p><p>Death</p><p>When a target's hit points are dropped to 0 or lower, you can choose to render the creature unconscious or kill it. </p><p>You die if your initial damage below 0 hp exceeds your maximum hit points.</p><p>Otherwise your hit points become 0.</p><p>You roll a 1d20 save if you start your turn with 0 hp.</p><p>10+ is a success.</p><p>9 or less is a failure.</p><p>If you take damage while at 0 hp, that is 1 failure.</p><p>Rolling a 20 gains you 1 hit point.</p><p>Rolling a 1 counts as 2 failures.</p><p>3 successes, you become stable with 0 hp and won't die. You don't need to save or die.</p><p>3 failures, you die.</p></blockquote><p></p>
[QUOTE="ren1999, post: 6337858, member: 85179"] 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. [/QUOTE]
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