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DM Screen

Quick reference tables and rules for Dungeon Masters

Conditions

Blinded

Auto-fail sight checks. Attack rolls have disadvantage. Attacks against you have advantage.

Charmed

Can't attack charmer. Charmer has advantage on social checks.

Deafened

Auto-fail hearing checks. Disadvantage on Initiative.

Frightened

Disadvantage on checks and attacks while source is in sight. Cannot willingly move closer.

Grappled

Speed becomes 0. Ends if grappler is incapacitated.

Incapacitated

Can't take actions or reactions.

Invisible

Impossible to see without special sense. Attack rolls have advantage. Attacks against you have disadvantage.

Paralyzed

Incapacitated. Auto-fail STR/DEX saves. Attacks have advantage. Hits within 5ft are critical.

Petrified

Incapacitated. Auto-fail STR/DEX saves. Resistance to all damage. Immune to poison/disease.

Poisoned

Disadvantage on attack rolls and ability checks.

Prone

Disadvantage on attacks. Attacks within 5ft have advantage, ranged attacks have disadvantage.

Restrained

Speed becomes 0. Attack rolls and DEX saves have disadvantage. Attacks against you have advantage.

Stunned

Incapacitated. Auto-fail STR/DEX saves. Attacks against you have advantage.

Unconscious

Incapacitated, prone. Auto-fail STR/DEX saves. Attacks have advantage. Hits within 5ft are critical.

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