Dungeon Master's Screen Reincarnated

Dungeon Master's Screen Reincarnated

Actions in combat


You make a melee or ranged weapon attack.

Cast a Spell

You cast a cantrip or a spell of 1st level or higher. See the spell's casting time.


You gain extra movement equal to your speed (plus any modifiers) for the current turn.


Your movement doesn't provoke opportunity attacks for the rest of the turn.


Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated or if your speed drops to 0.


You help one creature with a task, giving that creature advantage on the next ability check it makes for that task. Or you distract one creature within 5 feet of you, and the next attack roll that an ally of yours makes against that creature has advantage.

Whichever option you choose, the advantage goes away once used or when your next turn starts.


You make a Dexterity (Stealth) check in an attempt to become hidden-unseen and unheard.


You wait for a particular circumstance before you act, which lets you act using your reaction before the start of your next turn. You must decide in advance (a) what perceivable circumstance will trigger your reaction and (b) the action you will take in response to that trigger.

If you ready a spell, it must have a casting time of 1 action, and you must concentrate on it until you release it.


You make a Wisdom (Perception) check or an Intelligence (Investigation) check to find something.

Use a Magic Item

You use a magic item that requires your action for its use.

Use an Object

You use an object, other than a magic item, that requires your action for its use.

Use a Special Ability

You use a class feature or other special ability that requires your action for its use.

Long Jump

Move 10+ feet, and jump a number of feet u to your Strength score. When you make a standing long jump, you can leap only half that distance.

High Jump

Move 10+ feet, and jump a number of feet equal to 3 + your Strength modifier. When you make a standing high jump, you can jump only half that distance.


You can hold your breath for a number of minutes equal to 1 + your Constitution modifier (minimum of 30 seconds).

If you run out of breath or you're choking, you can survive for a number of rounds euqal to your Constitution modifier (minimum of 1 round). At the start of your next turn, you drop to 0 hit points and are dying, and you can't regain hit points or be stabilized until you can breathe again.


If a spell must be maintained with concentration, its description specifies how long you can concentrate on it. You can end concentration at any time (no action required). The following factors can break your concentration:

Things you can do on your turn

















Level Effect
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
5 Speed reduced to 0
6 Death


Setting a DC

Difficulty DC
Very easy 5
Easy 10
Moderate 15
Hard 20
Very hard 25
Nearly impossible 30

Tracking DCs

Ground Surface DC
Soft surface such as snow 10
Dirt or grass 15
Bare stone 20
Each day since the creature passed +5
Creature left a trail such as blood -5

Damage by Level and Severity

Level Setback Dangerous Deadly
1-4 1d10 2d10 4d10
5-10 2d10 4d10 10d10
11-16 4d10 10d10 18d10
17-20 10d10 18d10 24d10

Object Hit Points

Size Fragile Resilient
Tiny (bottle, lock) 2 (1d4) 5 (2d4)
Small (chest, lute) 3 (1d6) 10 (3d6)
Medium (barrel, chandelier) 4 (1d8) 18 (4d8)
Large (cart, 10-ft.-by-10-ft. window) 5 (1d10) 27 (5d10)

Object Armor Class

Substance AC
Cloth, paper, rope 11
Crystal, glass, ice 13
Wood, bone 15
Stone 17
Iron, steel 19
Mithral 21
Adamantine 23

Skills and Assciated Abilities

Skill Ability
Acrobatics Dexterity
Animal Handling Wisdom
Arcana Intelligence
Athletics Strength
Deception Charisma
History Intelligence
Insight Wisdom
Intimidation Charisma
Investigation Intelligence
Medicine Wisdom
Nature Intelligence
Perception Wisdom
Performance Charisma
Persuasion Charisma
Religion Intelligence
Sleight of Hand Dexterity
Stealth Dexterity
Survival Wisdom

Travel Pace

Distance Traveled per...
Pace Minute Hour Day Effect
Fast 400 feet 4 miles 30 miles -5 penalty to passive Wisdom (Perception) scores
Normal 300 feet 3 miles 24 miles -
Slow 200 feet 2 miles 18 miles Able to use stealth


Service Pay
Coach cab
  Between towns   3 cp per mile
  Within a city   1 cp
  Skilled   2 gp per day
  Untrained   2 sp per day
Messenger 2 cp per mile
Road or gate toll 1 cp
Ship's passage 1 sp per mile

Obscured Areas

Obscureness Effect Examples
Lightly obscured Creatures have disadvantage on Wisdom (Perception) checks that rely on sight. Dim light, patchy fog, moderate foliage
Heavily obscured Vision is blocked; creatures are effectively blinded. Darkness, opaque fog, dense foliage

Encounter Distance

Terrain Encounter Distance
Arctic, desert, farmland, or grassland 6d6 x 10 feet
Forest, swamp, or woodland 2d8 x 10 feet
Hills or wastelands 2d10 x 10 feet
Jungle 2d6 x 10 feet
Mountains 4d10 x 10 feet
Audible Distance
Trying to be quiet 2d6 x 5 feet
Normal noise level 2d6 x 10 feet
Very loud 2d6 x 50 feet
Visibility Outdoors
Clear day, no obstructions 2 miles
Rain 1 mile
Fog 100 to 300 feet
From a height x 20


Cover Effect
Half cover +2 bonus to AC and Dexterity saving throws against attacks and effects that originate on the opposite side of the cover
Three-quarters cover +5 bonus to AC and Dexterity saving throws against attacks and effects that originate on the opposite side of the cover.
Total cover Can't be targeted directly by an attack or a spell


Source Bright Light Dim Light Duration
Candle 5 ft. + 5 ft. 1 hour
Lamp 15 ft. + 30 ft. 6 hour
Lantern, bullseye 60 ft. cone + 60 ft. 6 hour
Lantern, hooded 30 ft. + 30 ft. 6 hour
  Lowered hood - + 5 ft. -
Torch 20 ft. + 20 ft. 1 hour

Food, Drink, and Lodging

Item Cost
  Gallon 2 sp
  Mug 4 cp
Banquet (per person) 10 gp
Bread, loaf 2 cp
Cheese, hunk 1 sp
Inn stay (per day)
  Squalid 7 cp
  Poor 1 sp
  Modest 5 sp
  Comfortable 8 sp
  Wealthy 2 gp
  Aristocratic 4 gp
Meals (per day)
  Squalid 3 cp
  Poor 6 cp
  Modest 3 sp
  Comfortable 5 sp
  Wealthy 8 sp
  Aristocratic 2 gp
Meat, chunk 3 sp
  Common (pitcher) 2 sp
  Fine (bottle) 10 gp

Creature Size

Size Reference
Tiny Imp
Small Goblin
Medium Human
Large Ogre
Huge Fire Giant
Gargantuan Purple Worm