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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