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  • Currency PHB 143

      Exchange Rate
    • 1 Silver (sp) = 10 Coppers (cp)
    • 1 Electrum (ep) = 5 Silvers (sp)
    • 1 Gold (gp) = 2 Electrums (ep)
    • 1 Gold (gp) = 10 Silver (sp)
    • 1 Gold (gp) = 100 Coppers (cp)
    • 1 Platinum (pp) = 10 Golds (gp)
  • Lifestyle PHB 157

    • cost/dayLifestyle
    • 0Wretched
    • 1 spSqualid
    • 2 spPoor
    • 1 gpModest
    • 2 gpComfortable
    • 4 gpWealthy
    • 10+ gpAristocratic
  • Services PHB 159

    • 3 cp/mileCoach between towns
    • 1 cpCoach within city
    • 2 gp/daySkilled Hireling
    • 2 sp/dayUnskilled Hireling
    • 2 cp/mileMessenger
    • 1 cpRoad/Gate Toll
    • 1 sp/mileShip's Passage
    • 10-30 gp +comp1st level spell
    • 30-50 gp +comp2nd level spell
  • Common Expenses PHB 158

    • LODGINGS
    • 7 cp/daySqualid Inn
    • 3 cp/daySqualid Meals
    • 1 sp/dayPoor Inn
    • 6 cp/dayPoor Meals
    • 5 sp/dayModest Inn
    • 3 sp/dayModest Meals
    • 8 sp/dayComfortable Inn
    • 5 sp/dayComfortable Meals
    • 2 gp/dayWealthy Inn
    • 8 sp/dayWealthy Meals
    • 4 gp/dayAristocratic Inn
    • 2 gp/dayAristocratic Meals
    • BEVERAGES
    • 2 spCommon Ale, Gallon
    • 4 cpCommon Ale, Mug
    • 2 spCommon Wine, Pitcher
    • 10 gpFine Wine, Bottle
    • FOOD ITEMS
    • 2 cpBread, loaf
    • 1 spCheese, hunk
    • 3 spMeat, chunk
    • 5 spRation, day

    Consumables PHB 150

    • 25 gp Acid (vial)
    • 50 gp Alchemist's fire (flask)
    • 50 gp Antitoxin (vial)
    • 25 gp Holy water (flask)
    • 100 gp Poison, basic (vial)
    • 1 sp Oil (flask)
    • ~50 gpPotion of Healing
    • ~150 gp    Greater Healing
    • ~500 gp    Superior Healing
    • ~1500 gp    Supreme Healing
    • ~100 gpScroll, Cantrip
    • ~250 gp     Level 1-2
    • ~1,000 gp     Level 3-4
    • ~5,000 gp     Level 5-6
    • ~15,000 gp     Level 7-8
    • ~25,000+ gp     Level 9
    • 25~50 gpCommon Consumable
    • 50~250 gp    Uncommon
    • 250~2,500 gp    Rare
    • 2,500~25,000 gp    Very Rare
    • ~25,000+ gp    Legendary

Martial Weapons (PHB p. 149)

WeaponCostDamageWeightProperties
Battleaxe10 gp1d8 slash4 lbversatile (1d10)
Flail10 gp1d8 bludg2 lb-
Glaive20 gp1d10 slash6 lb2-handed, reach
Greataxe30 gp1d12 slash7 lb2-handed
Greatsword50 gp2d6 slash6 lb2-handed
Halberd20 gp1d10 slash6 lb2-handed, reach
Lance10 gp1d12 pierc6 lbreach, special
Longsword15 sp1d8 slash3 lbversatile (1d10)
Maul10 gp2d6 bludg10 lb2-handed
Morningstar15 gp1d8 pierc4 lb-
Pike5 gp1d10 pierc18 lbreach, 2-handed
Rapier25 gp1d8 pierc2 lbfinesse
Scimitar25 gp1d6 slash3 lbfinesse
Shortsword10 gp1d6 pierc2 lbfinesse
Trident5 gp1d6 pierc4 lbversatile (1d8),
thrown (20/60)
War Pick5 gp1d8 pierc2 lb-
Warhammer15 gp1d8 bludg2 lbversatile (1d10)
Whip2 gp1d4 slash3 lbfinesse, reach
Martial Ranged
Blowgun10 gp1 pierc1 lbammunition, (25/100)
Crossbow,
Hand
75 gp1d6 pierc3 lbammunition, (30/120),
2-handed
Crossbow,
Heavy
50 gp1d10 pierc18 lbammunition, (100/400),
2-handed
Longbow50 gp1d8 pierc2 lbammunition, (150/600),
2-handed

Ammunition

Arrows (20)1 gp1 lb.
Blowgun Needle (50)1 gp1 lb.
Crossbow Bolts (20)1 gp1 1/2 lb.
Sling Bullets (20)4 cp1 1/2 lb.

  • Equipment (PHB 150)

    • Abacus2 gp
    • Backpack 2 gp
    • Ball bearings (bag of 1,000) 1 gp
    • Barrel 2 gp
    • Basket 4 sp
    • Bedroll 1 gp
    • Bell 1 gp
    • Blanket 5 sp
    • Bottle, glass 2 gp
    • Candle 1 cp
    • Chain (10 feet) 5 gp
    • Chest 5 gp
    • Clothes, common 5 sp
    • Clothes, fine 15 gp
    • Clothes, traveler's 2 gp
    • Component pouch 25 gp
    • Crowbar 2 gp 5 lb.
    • Flask or tankard 2 cp
    • Grappling hook 2 gp
    • Hammer 1 gp
    • Hammer, sledge 2 gp
    • Healer's kit 5 gp
    • Hunting trap 5 gp
    • Ink (1 ounce bottle) 10 gp
    • Ink pen 2 cp
    • Ladder (10-foot) 1 sp
    • Lantern, hooded 5 gp
    • Magnifying glass 100 gp
    • Mirror, steel 5 gp
    • Paper (one sheet) 2 sp
    • Parchment (one sheet) 1 sp
    • Pick, miner's 2 gp
    • Pole (10-foot) 5 cp
    • Pouch 5 sp
    • Quiver 1 gp
    • Robes 1 gp
    • Rope, hempen (50 feet) 1 gp
    • Rope, silk (50 feet) 10 gp
    • Sack 1 cp
    • Shovel 2 gp
    • Signal whistle 5 cp
    • Soap 2 cp
    • Tinderbox 5 sp
    • Torch 1 cp
    • Vial 1 gp
    • Waterskin 2 sp
    • Whetstone 1 cp

Magic items (XGtE p.135 )

MAGIC ITEMS AWARDED BY TIER
Character
Level
Minor
Items
Major
Items
1—4 9 2
5—10 28 6
1l—16 24 6
17—20 l9 6
MAGIC ITEMS AWARDED BY RARITY
--Minor Magic Items--
Table A to E
DMG p.143
Level Com Unc Rare VR Leg
1-4 6 2 l 0 0
5-10 10 12 5 1 0
11-16 3 6 9 5 1
17+ 0 0 4 9 3
--Major Magic Items--
Table F to I
DMG p.146
Level Unc Rare VR Leg
1-4 2 0 0 0
5-10 5 1 0 0
11-16 1 2 2 l
17+ 0 l 2 3
  • Magic Items (DMG 144)

    • 50—100 gpCommon
    • 100—500 gpUncommon
    • 500—5,000 gpRare
    • 5,000—50,000 gpVery Rare
    • 50,000+ gpLegendary
    • Minor Magic Items will be on the low end.
      Major Magic Items will be closer to the high end.
      Consumables will be about 1/2 the cost.

Simple Weapons (PHB p. 149)

Weapon Cost Damage Weight Properties
Club 1 sp 1d4 bludg 2 lb -
Dagger 2 gp 1d4 pierc 1 lb finesse, thrown (20/60)
Greatclub 2 sp 1d8 bludg 10 lb two-handed
Handaxe 5 gp 1d6 slash 2 lb thrown (20/60)
Javelin 5 sp 1d6 pierc 2 lb thrown (30/120)
Light Hammer 2 gp 1d4 bludg 2 lb thrown (20/60)
Mace 5 gp 1d6 bludg 4 lb -
Quarterstaff 2 sp 1d6 bludg 4 lb versatile (1d8)
Sickle 1 gp 1d4 slash 2 lb -
Spear 1 gp 1d6 pierc 3 lb versatile (1d8),
thrown (20/60)
Simple Ranged
Crossbow,
Light
25 gp 1d6 pierc 5 lb ammunition, (80/320),
2-handed
Dart 5 cp 1d3 pierc 1/4 lb finesse, thrown (20/60)
Shortbow 25 gp 1d6 pierc 2 lb ammunition, (80/320),
2-handed
Sling 1 gp 1d4 bludg 3 lb ammunition, (80/320)

Armor (PHB p. 145)

ArmorCostACWeight
Light Armor
    Padded*5 gp11 + Dex mod8 lb.
    Leather10 gp11 + Dex mod10 lb.
    Studded leather45 gp12 + Dex mod13 lb.
Medium Armor
    Hide10 gp12 + Dex mod (Max 2)12 lb.
    Chain shirt50 gp13 + Dex mod (Max 2)20 lb.
    Scale mail*50 gp14 + Dex mod (Max 2)45 lb.
    Breastplate400 gp14 + Dex mod (Max 2)20 lb.
    Half plate*750 gp15 + Dex mod (Max 2)40 lb.
Heavy Armor
    Ring mail*30 gp1440 lb.
    Chain mail*75 gp1655 lb.
    Splint*200 gp1760 lb.
    Plate*1,500 gp1865 lb.
Shield
    Shield 10 gp +2 6 lb.
* Disadvantage on Dexterity (Stealth) checks

  • Hit Dice (PHB 45)

    • d12Barbarian
    • d8Bard
    • d8Cleric
    • d8Druid
    • d10Fighter
    • d8Monk
    • d10Paladin
    • d10Ranger
    • d8Rogue
    • d6Sorcerer
    • d8Warlock
    • d6Wizard
  • Exhaustion (PHB 291)


    • Effects
      Exhaustion
      Level
    • Disadvantage on Ability Checks1
    • Speed Halved2
    • Disadvantage on Attacks and Saves3
    • Hit point maximum halved4
    • Speed reduced to 05
    • Death6

Armor PHB 146

ArmorDonDoffArmorDonDoff
Light 1 minute 1 minute Medium 5 minutes 1 minute
Heavy 10 minutes 5 minutes Shield 1 Action 1 Action

Cover (PHB 196)

Cover Bonus to AC
and Dex Saves
No Cover 0
1/2 Cover +2
3/4 Cover +5
Full can't be targeted directly by an attack or a spell

Perception Ranges

Weather Visibility
Clear Day 2 Miles
Rain 1 Mile
Fog 30-300 feet
From a Height x20
Terrain
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
Noise Level Audibility
Quiet 2d6x5 ft
Normal 2d6x10 ft
Loud 2d6x50 ft
  • Tracking DMG 244

    • DCGround Surface
    • 10Soft
    • 15Dirt or Grass
    • 20Bare Stone
    • +5Each Day Later
    • -5Left a Trail (such as blood)

Generating Encounters

DMG p.82 for more info

Monsters' Combined CR =
Group's Average Level

Easy < or = CR
Medium = CR or CR +1
Hard = CR +1 or +2
Deadly = CR +3 or more

Mounts PHB 157

ItemCostSpeedCarrying Capacity
Camel50gp50ft.480 lb
Donkey or Mule8gp40ft.420 lb
Elephant200gp40ft.1320 lb
Horse, draft50gp40ft.540 lb
Horse, riding75gp60ft.480 lb
Mastiff 25gp 40ft. 195 lb
Pony 30gp 40ft. 225 lb
Warhorse 400gp 60ft. 540 lb
  • Objects DMG 246

      ObjectACSizeWeak HPStrong HP
      Cloth, Paper, Rope11Tiny1d42d4
      Crystal, Glass, Ice13Small1d63d6
      Wood, Bone15Medium1d84d8
      Stone17Large1d105d10
      Iron, Steel19
  • Travel Pace PHB 182

    • Normal SpeedLocation
    • 300 ft. per min.Dungeon
    • 300 ft. per min.In Town / on roads
    • 3 mph, 24 mi per dayFlatlands
    • *Traveling at 2/3rd speed allows stealth and active perception rolls.
      *Increasing speed by 1/3rd grants a -5 to passive perception.
  • Damage Severity DMG 249

      Char LvlSetbackDangerDeadly
      1-41d102d104d10
      5-102d104d1010d10
      11-164d1010d1018d10
      17-2010d1018d1024d10

Conditions
Condition Effects Condition Effects
Blinded * A blinded creature can’t see and automatically fails any ability check that requires sight.
* Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage.
Paralyzed * A paralyzed creature is incapacitated (see the condition) and can’t move or speak.
* The creature automatically fails Strength and Dexterity Saving Throws.
* Attack rolls against the creature have advantage.
* Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Charmed * A charmed creature can’t Attack the charmer or target the charmer with harmful Abilities or magical Effects.
* The charmer has advantage on any ability check to interact socially with the creature.
Petrified * A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
* The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.
* Attack rolls against the creature have advantage.
* The creature automatically fails Strength and Dexterity Saving Throws.
* The creature has Resistance to all damage.
* The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
Deafened * A deafened creature can’t hear and automatically fails any ability check that requires hearing. Poisoned A poisoned creature has disadvantage on Attack rolls and Ability Checks.
Frightened * A frightened creature has disadvantage on Ability Checks and Attack rolls while the source of its fear is within line of sight.
* The creature can’t willingly move closer to the source of its fear.
Prone * A prone creature’s only Movement option is to crawl, unless it stands up and thereby ends the condition.
* The creature has disadvantage on Attack rolls.
* An Attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the Attack roll has disadvantage.
Grappled * A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
* The condition ends if the Grappler is incapacitated (see the condition).
* The condition also ends if an effect removes the grappled creature from the reach of the Grappler or Grappling effect, such as when a creature is hurled away by the Thunderwave spell.
Restrained * A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
* Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage.
* The creature has disadvantage on Dexterity Saving Throws.
Incapacitated * An incapacitated creature can’t take Actions or reactions. Stunned * A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.
* The creature automatically fails Strength and Dexterity Saving Throws.
* Attack rolls against the creature have advantage.
Invisible * An invisible creature is impossible to see without the aid of magic or a Special sense. For the purpose of Hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves.
* Attack rolls against the creature have disadvantage, and the creature’s Attack rolls have advantage.
Unconscious * An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings
*The creature drops whatever it’s holding and falls prone.
*The creature automatically fails Strength and Dexterity Saving Throws.
*Attack rolls against the creature have advantage. Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

 

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