DM Quick Reference Sheet
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DURING COMBAT
Initiative Order
- Surprised? Disadvantage on Initiative
- Roll or Fixed: d20+mod OR 10+mod
- Advantage: +5 to fixed
- Tie: Higher DEX goes first
Every Turn
"[Name], you're up. [Next person] on deck."
Attack Resolution
- Roll d20 + mod vs AC
- Nat 20: Auto hit + crit
- Nat 1: Auto miss
- Describe impact
- Roll damage
Conditions (2024)
Grappled: Speed 0, Disadvantage on attacks except vs grappler Prone: Melee advantage, Ranged disadvantage Exhaustion: -2 per level to ALL d20 rolls and Speed Frightened: Disadvantage while seeing source Stunned: Incapacitated, fails STR/DEX saves, attacks have advantage
ABILITY CHECKS
When to Roll
- ✓ Failure has consequences
- ✓ Success isn't guaranteed
- ✓ Time pressure exists
- ✗ It's impossible
- ✗ It's routine
DCs
- Very Easy: 5
- Easy: 10
- Medium: 15
- Hard: 20
- Very Hard: 25
- Nearly Impossible: 30
Social Checks
- CHA: Standard social
- STR: Intimidate physically
- INT: Debate, riddles
- WIS: Detect lies
- DEX: Pickpocket while talking
HORROR BEATS
Building Tension
- Normal (10 min)
- Unease (15 min)
- Dread (20 min)
- Reveal (5 min)
- Panic (20 min)
Phrases for Dread
- "Make a Perception check" (for nothing)
- "You notice..." (pause)
- "Are you sure?"
- "That's interesting..."
- "Everything goes quiet"
Quick Scares (d6)
- Temperature drops
- Flames dim
- Shadows wrong
- Animals silent
- Metallic taste
- Being watched
YOUR HOUSE RULES
Proficiency: Use as damage die Advantages: 1 per session (before roll) Mulligan: 1 per session (after roll) Death: Permanent (no resurrection) Leveling: Milestone
COMMON RULINGS
Darkvision: Dim→Bright, Dark→Dim Long Jump: STR score in feet High Jump: 3 + STR mod feet Fall Damage: 1d6 per 10 ft (max 20d6) Hold Breath: 1 + CON mod minutes Carry: STR x 15 pounds
CRITICAL INFO
Death Saves
- DC 10
- Nat 20: 1 HP
- Nat 1: 2 fails
- 3 Saves: Stable
- 3 Fails: Dead
Exhaustion Levels (2024)
- -2 to all d20 rolls & -10 Speed
- -4 to all d20 rolls & -20 Speed
- -6 to all d20 rolls & -30 Speed
- -8 to all d20 rolls & -40 Speed
- -10 to all d20 rolls & Speed 0
- Dead
Rest
Short (1 hr): Spend HD, regain some abilities Long (8 hr): Full HP, half HD back, all slots
SAFETY TOOLS
X-Card: Anyone taps = stop scene Break: "Need 5 minutes?" Check: "Everyone good?"
TREASURE
Individual (d20)
1-10: Nothing 11-15: 2d6 copper 16-18: 1d6 silver 19: 1 gold 20: Something interesting
Magic Items by Tier
Levels 1-4: Common, Uncommon Levels 5-10: Uncommon, Rare Levels 11-16: Rare, Very Rare Levels 17-20: Very Rare, Legendary
QUICK NPCS
Name (d20)
1-5: Common (John, Mary) 6-10: Fantasy (Aldric, Mira) 11-15: Occupation (Smith, Baker) 16-19: Nickname (Red, Slim) 20: Weird (Chomper, Six-Finger)
Personality (d6 + d6)
First d6: 1. Nervous 2. Friendly 3. Suspicious 4. Tired 5. Excited 6. Angry
Second d6: 1. Loud 2. Quiet 3. Fast-talker 4. Slow 5. Formal 6. Crude
EMERGENCY FIXES
Combat Too Easy: Reinforcements arrive Combat Too Hard: Enemies flee/negotiate Players Lost: NPC provides clue Session Stalling: Something attacks Player Absent: Character scouts/guards Rule Unknown: "We'll use [ruling] for now"
SESSION FLOW
Start (5 min)
- Recap
- "Where we left off..."
- "What do you do?"
Middle
- 3 encounters per hour
- Rotate spotlight
- Take break hourly
End (10 min)
- Natural pause point
- "Favorite moment?"
- Schedule next
REMEMBER
- You're not the enemy
- Fun > Rules
- When in doubt, let them try
- "Yes, and..." or "No, but..."
- Make it memorable
Page numbers reference ~/docs/dnd/phb-2024/ and dmg-2024/