Dungeon Master Assistance

Where anyone over 18 can share thoughts and ideas on RPGs.

Category Archives: Playing Aids

D&D 5E – Character Sheet Makeover [rev6]

New look for Character Sheet

Download your free copy here.

UPDATE: The character sheets on this page are an older version. For the most recent auto-calculate Character Sheets click HERE.

My 5th edition Dungeons and Dragons auto-fill Character sheet has a new – old sheet look. Other than the new look I also added a few things.

  • I added a fourth page just for notes. Many have complained that there wasn’t enough room for all the notes you needed. Or you could use it for your character background. Or both.
  • There is a place at the top of each page labeled #___ . I use this to keep track of my character sheets. I print a new sheet after my character goes up a level, and sometime more often. Before I print it I give it a new number. Or if you have more than one character you may want to note which one this is.
  • The character name is now on each sheet and it is bigger.
  • There is now a spot for listing Rogue’s sneak attack, Barbarian ranges, Monk ki points and Monk martial arts.
  • Total weight carried now works. It adds up the weight of all the items listed above.
  • Below the number of cantrips known there is now a space for number of spells known or available and for sorcery points.

If it isn’t obvious how to use these features, I updated my Character Sheet Instructions: Here

Enjoy!

D&D 5E – Character Sheet – Rev5

Old-Playing

New Character Sheet

Download your free copy [latest version]  here.

UPDATE: The character sheets on this page are an older version. For the most recent auto-calculate Character Sheets click HERE.

My 5th edition Dungeons and Dragons auto-fill Character sheet is now better than ever! Thanks to your suggestions I made several improvements.

If you print out the blank sheet and fill everything out by hand, you will see a few, mostly cosmetic, changes.

  • The associated ability for each of the skills (displayed in a light grey) has been moved from behind the skill name to in front of the skill’s check box.
  • The ability is also listed to the left of the passive perception box and below the initiative box.
  • A space is now provided for you to enter conditions that always provide you with advantages or disadvantages.
  • The second page was adjusted to allow for more room to describe personality traits and a line was added for equipment based on background.

I think that most of you fill the sheets out on your computer to take advantage of its automatic calculation. That is where I made the most significant changes. (Drum-roll please!)

  • You can now change the calculated skills modifier. You don’t change it directly, but if you click on the grey ability name to the left, you can enter a number that will be added to the score.
  • You can change the passive perception score the same way.
  • It now calculates the initiative modifier and you can modify it the same way.

The other changes were minor.

  • The first weapon’s box has been fixed.
  • The “age”, “height”, and “weight” boxes on the first and second pages have been linked, so changes made in eater will also be made in the other.
  • All boxes where you enter text have been adjusted so the text you enter doesn’t overlap other items (easier to read).
  • The text you enter for  coins is larger.

If it isn’t obvious how to use these features, I have updated my Character Sheet Instructions: Here

Enjoy!

D&D 5E – Business Card Character Sheet

Business_Card_Iage

Character Sheet on a Business Card

Download your free copy HERE.

I put all the cards on a single 8 1/2″ x 11″ sheet that you can print and cut apart. Download this version HERE.

The Bag of Holding blog had this idea back in 2011, with a 4e version. The ides is that you can put all of your character sheet information on a business card and take it with you in your pocket. Always ready to play!

I created this 2″ x 3.5″ version of my Character sheet. You will have to write small to get everything in. For skills, you can underline the ones you are proficient in. This may not have all of the information that you can put on the full size sheet, but along with a sheet of scratch paper, it should be enough to get by with on those times you forget to bring your sheets with you to the game table.

Enjoy.

D&D 5E – Combat Reference Sheet

CombatReference

2 sided Combat Reference Sheet

Download your free copy  HERE.

Many thanks to Jennifer Brahm for sharing her one page (printed front and back) cheat sheet. Using my Quick Reference Combat post as a basis, she created a wonderful game table reference sheet. I simply made a few corrections and cleaned it up a bit.

D&D 5E – Character Sheet Update

party

New and Improved Character Sheet

Download your free copy here.

UPDATE: The character sheets on this page are an older version. For the most recent auto-calculate Character Sheets click HERE.

My 5th edition Dungeons and Dragons auto-fill Character sheet has become very popular. Thanks to input from you, I have made some minor changes and added a major feature that will be of value to those of you with Rogues, Clerics and “Jacks of All Trades”.

  • Added a space on the top of Page 1 for your character’s age.
  • Added a line in each Weapon box that can be used for additional information. For example, you may want to indicate if it is a Light weapon, or list other weapon properties, or a description, or a name.
  • Corrected a spelling error (changed “atack” bonus to “attack” bonus).
  • There are some class features with double proficiency bonus on some skills, for example, the Knowledge Domain Cleric and Rogue’s Expertise. The sheet can now calculate those.
  • “Jack of All Trades” adds half your proficiency bonus, rounded down, to ability checks you are not proficient in. The sheet can now calculate those.

If it isn’t obvious how to use these features, I updated my Character Sheet Instructions: Here

Enjoy!

D&D 5E – DM Screen

DM_Screen_+RRH5E – DM Screen

Download your free copy here.

Wizards has an excellent Dungeon Master’s Screen. It is well made and good looking and well worth the price. However, It falls short (in my opinion) on the reference material on the DM’s side. I searched for a fan made version and found several that were better than the Wizard’s version, but still weren’t exactly what I had in mind, so I finally broke down and made my own. You can download the PDF file and print it for your own use. There are several ways to make these into a DM Screen. The simplest is to attach the prints to cardboard and tape the panels together. You can find pictures to decorate the Players side to suit your campaign.

Here is what I ended up with.

1)  I felt that 3 panels was plenty. By making them 8 1/2″ x 11″ they are easy to print and to find backings or plastic sleeves to fit them in. I oriented them with the long dimension horizontally to make it easier for the DM to see over.

2) I only listed information that might be needed during play – so no player creation or dungeon creation information.

3) To make it easy to quickly find what you are looking for I organized it into three columns on each panel. Each column has a large title on the top with information related to that topic listed below. The Headings are: Vision, Travel, Combat, Survival, Conditions, Money, Encounters, Objects, and Abilities.

Enjoy!

D&D 5E – General Purpose Cards

Generic-Cards

Cards for All Occasions

Download your free copy here.

I have previously posted Initiative Cards, Monster Cards and Spell Cards. Burt requested that I  also make Class Ability cards. I thought about it and made these general purpose cards instead.

All of the text on these cars can be edited to say whatever you want. I filled them in with some examples of how they could be used. You can fill them out, print them on your printer and cut them out to use at your gaming table. They could be used for any game and aren’t specifically intended for 5th edition Dungeons and Dragons.

Some ideas –

Class Abilities and Traits: The character sheet doesn’t have enough space to fully describe all of your character’s  abilities. You can print them on these easy to use cards instead.

Magical Items: I would print two copies of each magic item that I was going to place in a dungeon. The first would simply have it’s physical description. and perhaps I would draw a sketch of it on the back. I would give that one to the player that obtained it. The other one, I would keep and it would contain all of the magical abilities and curses it has.

Conditions: I will print out one of these for each condition for quick reference.

House Rules: I will print out most of my house rules so the players can refer to them as needed.

NPC’s: Cards with several different NPC’s with a sketch on the back. Keep them handy for random encounters, or for when you need one quickly.

I am sure you can devise a lot of other uses for these. Let me know what you come up with.

D&D 5E – Character Sheet Fixed

DogsPlayingDnD

Corrected D&D 5E Auto-fill Character Sheet now available

You can download it here 5-0-character-sheet-rrh-fillable-rev4d.pdf

UPDATE: The character sheets on this page are an older version. For the most recent auto-calculate Character Sheets click HERE.

D&D 5E – Character Sheet – Autofill (rev4)

SHEETATTHETABLE

Revised Auto-fill Character Sheet for Dungeons and Dragons 5e.

UPDATE: The character sheets on this page are an older version. For the most recent auto-calculate Character Sheets click HERE.

You can download this free character sheet here: 5-0-character-sheet-rrh-fillable-rev4d.pdf

I think that I have fixed the problem with vanishing test! If you have had problems with this character sheet, please download this revised version.

There is a post with box-by-box instructions on how to fill out the Character Sheet HERE.

I revised the weapons areas and the special features section on the second page.

The weapon boxes are no longer labeled “Melee Weapon” and “Ranged Weapon”. Any box can be used for ether.  You select to use a Strength or Dexterity ability bonus. For two weapon fighting, you can remove the ability bonus for damage. You can now add a separate bonus (or penalty) to attack or damage. The damage dice box is big enough to list two damage amounts (for versatile weapons).

I removed the notes section on the second page to allow more room for trait and feature descriptions.

D&D 5E – Quick Reference – Chase Rules

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Quick Reference – Chase Rules

Nobody told me that the new Dungeon Master’s Guide was going to contain rules for conducting chases. Hurray! These are good, fast and easy rules. You should use them. This is my interpretation of those rules along with my house rules and some Chase Complications tables.

My house rules are shown in blue. I find that using miniature figures helps when running a chase, so the following rules assume that you are using figures on a grid. Standard combat rules apply except as noted below. Characters that pause to take an action, other than Dash, move a distance equal to their move rate. Most characters use the Dash action and move a distance equal to twice their move rate.

  1. Setup. Determine where everyone involved in the chase is located. The only thing that matters is how far apart everyone is. Place the lead quarry first, then place the others at the appropriate distance behind him. If their locations aren’t pre-determined based on the encounter, you can randomly set the distance from the lead pursuer to the closest quarry at the speed factor of the fastest creature + 5x(1d6) feet.
  2. Determine Initiative. Set initiative order based on position. The lead character is assigned the highest initiative, followed by the others in order of their distance behind him. This initiative order may change from round to round as creatures pass each other. Ties go to the one with the highest dexterity score.
  3. Track Movement. After the lead quarry determines his total move distance – write that distance down so it can be referenced by all players. Don’t move that figure. On each participant’s turn, compare the distance he moved to that of the lead quarry. If they are the same, the distance between them remains the same, so his figure doesn’t move. If he moved farther than the lead quarry, subtract the lead quarry’s move from his and move his figure forward by that amount. If the lead quarry moved farther than he did, subtract his move distance from the lead quarry’s and move his figure back by this amount.
  4. No Opportunity Attacks. No one involved directly in the chase can use an opportunity attack against anyone else in the chase.
  5. Track Exhaustion. You can use the Dash action a number of times equal to 3+ your Constitution modifier. For each Dash action after that you must succeed on a DC 10 Constitution check or take one level of exhaustion. Your speed becomes 0 when you reach level 5.
  6. Pursuer Overtakes Quarry.
    1. Attack. If a pursuer is able to move into a quarry’s space, he may instead use a bonus action to perform a single melee attack against the quarry when he is within reach. The attack is made at a disadvantage. Note that the pursuer cannot use this option if he can only move within reach, but could not overtake the quarry if he chose to.
    2. Overtake. A pursuer overtakes a quarry when he moves into its space. He can then use a bonus action to attempt to grapple the creature. Normal grapple rules apply. If successful, both pursuer and quarry are stopped. Rather than grapple, the pursuer may attempt to trip, push over or tackle the quarry. The pursuer has advantage on the attack. As an optional rule, an attack that fails by 5 or more results in the pursuer falling prone.
  7. Quarry Escapes. The quarry can attempt to escape if it is out of sight for all of the pursuers. He makes a Dexterity (Stealth) check and must beat the passive Wisdom (Perception) scores of the pursuers.
  8. Complications. Roll 1d20 at the end of your turn and compare that roll to the appropriate Chase Complications table. The complication is not applied to your character, but rather to the next character in initiative order. You can spend an inspiration point to negate the complication you rolled or one that effects you. Rather than rolling on the table, the DM may allow a quarry to impose a condition on a pursuer to slow him down. It might be one listed on the table, or one of his own creation. Another option to using a table would be for the DM to declare conditions based on his map or the terrain and the path the quarry takes.

Prone. A complication may leave you prone. To get up from prone you subtract the distance represented by half your move rate from your total move distance.

Difficult Terrain. Each foot of difficult terrain uses two feet of your move rate. So if you cross five or ten feet of difficult terrain you can simply subtract five or ten feet from your total distance traveled.

Complication Tables. The following are Complication Tables that I have created for different terrain types. The first table is a generic complications table that can be used in a pinch, when you just need to run a chase quickly. The tables that follow that one list a complication type for each situation. Look up the type in the generic complication table.

 Generic Chase Complications

1d20 Type Complication Examples
1 Hazard Make a DC 10 Dexterity saving throw to navigate the impediment. On a failed save, you fall 1d4 x 5 feet, taking 1d6 bludgeoning damage per 10 feet fallen as normal, and land prone. Hole, crevice, trap, unseen obstacle, steep incline, heavily broken ground, the path skirts a quicksand pit, log bridge crossing a stream, running on rooftops, slippery floors, jump through window
2 Cramped space Make a DC 15 Dexterity (Acrobatics) check to get through this space. On a failed check, the obstacle counts as 10 feet of difficult terrain. street, market, public building, alleyway, shoppers, stationary crowd
3 Poor visibility Make a DC 10 Constitution saving throw. On a failed save, you are blinded until the end of your turn. While blinded in this way, your speed is halved. blind corner, woods, dense brush or busy area
4 Barrier Make a DC 15 Dexterity (Acrobatics) check to get past the obstacle. On a failed check you fall prone. wall, fence, cliff, thick hedges, tall fences, building, river, canyon or swamp
5 Impediment Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to get past the impediment. On a failed check, the obstacle counts as 5 feet of difficult terrain. Tree branch, fallen log, chicken coop or vegetable cart, trail suddenly drops off, flock of birds
6 Crowd Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to make your way through the crowd unimpeded. On a failed check, the crowd counts as 10 feet of difficult terrain. fleeing (or angry) peasants, a funeral procession, people leaving a performance, a moving crowd
7 Entanglement Make a DC 15 Dexterity saving throw to avoid it. On a failed save, you are caught as if in a net and restrained. See chapter 5 “Equipment,” of the Player’s Handbook for rules on escaping a net. Clotheslines, curtains, banners, drying pots, chimes, hanging meat, vines
8 Animal herd Make a DC 10 Dexterity saving throw. On a failed save, you are knocked about and take 1d4 bludgeoning damage and 1d4 piercing damage. Must pass through a herd of animals. Camels, Donkeys, Horses, Cows, etc.
9 Uneven Ground Make a DC 10 Dexterity (Acrobatics) check to navigate the area. On a failed check, the ground counts as 10 feet of difficult terrain. Any stairs of 4 or more steps (less than 4 steps is considered an “impediment”), river bank, hill, 5 feet or more change in elevation in 10 feet of horizontal movement.
10 Obstacles Make a DC 10 Dexterity (Acrobatics) or Intelligence check (your choice) to past. On a failed check, the maze counts as 10 feet of difficult terrain. Tables, chairs, pews, benches, carts, crates, field of boulders, field of giant mushrooms.
11-20 No Complication

 

Complications by terrain type

The headings are:
1d20      results of your d20 roll
Complication     This is what causes the obstruction.
Type      This refers to the Generic Chase Complications above.

Aerial Complications

Complications are easier to avoid when you are flying, checks are made with advantage.

1d20 Complication Type
1 Flock of birds Impediment
2 Tower Hazard
3 Storm clouds Barrier
4 Updraft Impediment
5 Smoke Poor visibility
6 Turbulence Cramped space
7 Smokestack Hazard
8 Ship mast Hazard
9 Dust Poor visibility
10 Ice buildup Entanglement
11-20 No Complication

Artic Complications

1d20 Complication Type
1 Crevice Hazard
2 Snow drifts Cramped space
3 Blowing snow Poor visibility
4 Ice cliff Barrier
5 Chunks of broken ice Impediment
6 Herd of walrus Animal herd
7 Snow bank Uneven Ground
8 Field of Ice boulders Obstacles
9 Ice bridge over river Hazard
10 Pond covered by thin ice Hazard
11-20 No Complication

Beach Complications

1d20 Complication Type
1 Tidal pool Impediment
2 Crevice Hazard
3 River Barrier
4 Flock of birds Impediment
5 Fishing nets Entanglement
6 Sand hill Uneven Ground
7 Lobster traps Obstacles
8 Pier Hazard
9 Driftwood Impediment
10 Sea turtles Animal herd
11-20 No Complication

Cave Complications

1d20 Complication Type
1 Crevice Hazard
2 Narrow passage Cramped space
3 Bats Impediment
4 Floor slopes up or down Uneven Ground
5 Giant mushrooms Obstacles
6 Roots across passage Entanglement
7 Stalagmites Impediment
8 Wet floor Hazard
9 Ruble covered floor Impediment
10 Lava crossing Barrier
11-20 No Complication

Church Complications

1d20 Complication Type
1 Curtains across path Entanglement
2 Stairway Uneven Ground
3 Pews Obstacles
4 Narrow hallway Cramped space
5 Highly polished floor Hazard
6 Smoke filled room Poor visibility
7 Chimes across path Entanglement
8 Railing across path Hazard
9 Balcony to climb Barrier
10 Loose rugs on floor Impediment
11-20 No Complication

City Complications

1d20 Complication Type
1 Alleyway Cramped space
2 Bridge Hazard
3 Crowd Crowd
4 Dangling Things Entanglement
5 Market Cramped space
6 Fence or wall across path Barrier
7 Garden Impediment
8 Large Animals Animal herd
9 Rooftop Hazard
10 Stables Impediment
11-20 No Complication

Desert Complications

1d20 Complication Type
1 Dunes Uneven Ground
2 Oasis Impediment
3 Quicksand Hazard
4 River bed Impediment
5 Whirlwind Impediment
6 Cliff Barrier
7 Steep grade Uneven Ground
8 Cactus patch Impediment
9 Rocky Ground Obstacles
10 Crevice Hazard
11-20 No Complication

 Dungeon Complications

1d20 Complication Type
1 Pit Hazard
2 Stairs up Uneven Ground
3 Stairs down Uneven Ground
4 Coffins Obstacles
5 Rubble Impediment
6 Columns or Statues Cramped space
7 Slime covered floor Hazard
8 Natural cavern Impediment
9 Torture chamber Impediment
10 Chains across path Entanglement
11-20 No Complication

 Forest Complications

1d20 Complication Type
1 Log bridge crossing a stream Hazard
2 Heavily forested Cramped space
3 Dense brush Poor visibility
4 Thick hedges Barrier
5 Fallen tree Impediment
6 Vines across path Entanglement
7 The trail suddenly drops off Impediment
8 Panicked monkeys Impediment
9 2′ tall ferns obscuring path Hazard
10 Thorn bushes Impediment
11-20 No Complication

Graveyard Complications

1d20 Complication Type
1 Open grave Hazard
2 Low fence Hazard
3 High fence Barrier
4 Loose dirt Impediment
5 Tombstones Cramped space
6 Crypt Impediment
7 Coffin Impediment
8 Funeral Coach Impediment
9 Funeral procession Crowd
10 Vine covered graves Entanglement
11-20 No Complication

Indoor Complications

1d20 Complication Type
1 Narrow hallway Cramped space
2 Stairs Uneven Ground
3 Dining or sales area Obstacles
4 Curtains or beads across path Entanglement
5 Littered floor Impediment
6 Jump off balcony Hazard
7 Jump through window Hazard
8 Kitchen Impediment
9 Slippery floors Hazard
10 Hole in floor Hazard
11-20 No Complication

Mountain Complications

1d20 Complication Type
1 Crevice Hazard
2 Steep incline Hazard
3 Path narrows Cramped space
4 Blind Corner Poor visibility
5 Cliff Barrier
6 Flock of birds Impediment
7 Vines crossing path Entanglement
8 Mountain goats Animal herd
9 Field of boulders Obstacles
10 Log bridge across chasm Hazard
11-20 No Complication

Ocean Complications

1d20 Complication Type
1 Coral maze Hazard
2 School of dolphins Animal herd
3 Kelp beds Entanglement
4 Narrow strait Cramped space
5 Precipitation Poor visibility
6 Reef Hazard
7 Swell Uneven Ground
8 Flotsam Impediment
9 Fishing nets Entanglement
10 School of sea turtles Obstacles
11-20 No Complication

Swamp Complications

1d20 Complication Type
1 Quicksand Hazard
2 Thick Vegetation Cramped space
3 Muck & Mire Impediment
4 Insect swarm Poor visibility
5 Shallow water Hazard
6 Deep Water Barrier
7 Vines crossing path Entanglement
8 Lots of alligators Animal herd
9 Slick, algae covered ground Hazard
10 Fallen logs Impediment
11-20 No Complication