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DURING COMBAT

Initiative Order

  1. Surprised? Disadvantage on Initiative
  2. Roll or Fixed: d20+mod OR 10+mod
  3. Advantage: +5 to fixed
  4. Tie: Higher DEX goes first

Every Turn

"[Name], you're up. [Next person] on deck."

Attack Resolution

  1. Roll d20 + mod vs AC
  2. Nat 20: Auto hit + crit
  3. Nat 1: Auto miss
  4. Describe impact
  5. 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

  1. Normal (10 min)
  2. Unease (15 min)
  3. Dread (20 min)
  4. Reveal (5 min)
  5. 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)

  1. Temperature drops
  2. Flames dim
  3. Shadows wrong
  4. Animals silent
  5. Metallic taste
  6. 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)

  1. -2 to all d20 rolls & -10 Speed
  2. -4 to all d20 rolls & -20 Speed
  3. -6 to all d20 rolls & -30 Speed
  4. -8 to all d20 rolls & -40 Speed
  5. -10 to all d20 rolls & Speed 0
  6. 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/