4e d&d 4th edition dm screen
TRANSCRIPT
AGE 12+
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EXPERIENCE POINT REWARDS (DMG 120) FOOD, DRINK, AND LODGING (PH 222)
•
Monster Standard
Level Monster*
I i IB TOOI 2 ;!:•< 125
1 i Hi 1501 lift !•>' 175
1 |S "IP 2001 KB 250| 7 300
}' 8 350
9 400
10 500
1 1 600
12 ,m, 7001 13 Hi 800« "™ ™
14 :'•!! 1,000
I is IB 1,200id ^™,
8 16 V!! 1,400
1 17 !• 1,600
1 18 !!;• 2,000
1 19 9BI 2,400
1 20 IjBI 2,800
Minion
25
31
38
44
50
(>t
758H
100
125ISO
175
200
250
300
350
400
500
600
700
1 *To calculate ihe large! XP loi .mentounu1 the Standard Monster value
1
Elite200250
300
$•>()
400
'>()()
600700
800
1,000
1,200
1,400
1,600
2,000
2,400
2,800
3,200
4,000
4,800
5,600
Solo 1
5001(.25
75018 /5
1,0001
1,250
1,5001
1,750
2,0001
2,500
3,0001
3,500
4,0001
5,000
6,000
7,000
8,000
10,000
12,000
14,000
•
Monster Standard
Level Monster*
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
3,200
4,150
5,100
6,050
7,000
9,000
11,000
1 3,000
15,000
1 9,000
23,000
27,000
31,000
39,000
47,000
55,000
63,000
79,000
95,000
111,000
Minion
800
1,038
1,275
1,513
1,750
2,250
2,750
3,250
3,750
4,750
5,750
6,750
7,750
9,750
11,750
13,750
15,750
19,750
23,750
27,750
Elite Solo 1
6,400 16,000
8,300 20,750
10,200 25,500
12,100 30,250
14,000 35,000
18,000 45,000
22,000 55,000
26,000 65,000
30,000 75,000
38,000 95,000
46,000 1 1 5,000
54,000 135,000
62,000 155,000!
78,000 195,000
94,000 235,000!
110,000 275,000
126,000 315,000!
158,000 395,000
190,000 475,000;
222,000 555,000
>r of the PCs' level or to calculate the appropriate quest XP for a party of the PCs' level, multiplyby the number of PCs in the party. For minor quests, the XP award is equal to the Standard Monster reward.
Food
Meal, commoniiiijt
Meal, feast MR
Drink gBi
Ale, pitcher ;-^* '̂
Wine, bottle
Inn stay (per day)
Typical room
Luxury room H
LIGHT SOURCES
•i
BBi
^1 Source Radius
Candle
Torch in wall sconce
Lantern
Campfire
Sunrod
Phosphorescent fungi
Tiny fire creature
Small fire creature
Medium fire creature
Large fire creature
Huge or Gargantuan
; fire creature
2
5
10
10
20
10
2
5
10
20
••
m
mmam
Brightness
dim
bright
bright
bright
bright
dim
bright
bright
bright
bright^MBMKi
•brigllB
2sp
5gP
2sp
5gp
mmSsp
Bi 2gp
(DMG 66)Duration
1 hour
1 hour
8 hours/pint
8 hours
•1 4 hours'!
IH ongoing!*'MM*̂ , iSB? ongoing |i
ongoing
ongoing |)
ongoing
ongoing!
DAMAGE BY LEVEL (PMC 42)CHARACTERADVANCEMENT (PH 29)
Normal Damage Expressions
Level
1st-3rd
4th-6th
7th-9th
I0th-12th
13th-15th
16th-18th
19th-21st
22nd-24th
25th-27th
28th-30th
Low1d6 + 31d6 + 4
IdS + 5
1d8 + 5
»«NlO + 6ffljldlO + 7
HP 2d6 + 72d6 + 8
2d8 + 9
2d8 + 10
Medium
1d10 + 31d10 + 4
2d6 + 52d6 + 5
2d8 + 62d8 + 7
3d6 + 8
3d6 + 8
3d8 + 93d8 + 10
High
2d6 + 3
2d8 + 4
2d8 + Siiij
3d6 + 5
3d6 + iH
3d8 + 7 IliiS!
3d8 + !•
4d6 + 84d6 + |||i
4d8 + 10
Limited Damage Expressions
Low Medium
3d6 +
3d6 +
iiillji 3d8 +
3d8 +
• 3d10 +111 3d10 +
•n 4ds +4d8 +
•1 4d10 +4d10 +
3 2d10 + 34 3d8 + 4
5 3dlO + 5
5 4d8 + 5
6 4d8 + 66 4d10 + 7
7 4d10 + 7
8 4d12 + 8
9iaiia 5d10 + 9
9 5d10 + 9
High
3d8 +3d10 +
4d8 +4d10 +
4d10 +4d12 +
4d12 +
5d10 +
5d12 +5d12 +
34
5 «JMiiMiii5
6 ••B77 •JjjJlHi8
9 •••9
DUNGEONS & DRAGONS and its logo are trademarks of Wizards of the Coast, Inc., in the U.SA and other countries.©2008 Wizards of the Coast, Inc. 66021 830740001 EN
Screen illustrated by Francis Tsai
^•Total XP
01,0002,2503,7505,5007,50010,0001 3,00016,50020,50026,000 Bi32,000 •
47,000i7,ooo
Level •
1st2nd
3rd4th
5th6th
7tH!8th
9th10th
11th12th
13th
14th
15th
• Total XP
69,000
83,000
99,000
1 1 9,000
143,000
175,000
210,000
255,000
310,000
375,000
450,000
550,000
675,000
825,000
1,000,000
Level
16th|17th1H(h
1'tih
20th
; i\t22nd
2 (id
24lhl;MI,2(.thi//III2Xth|rxu
.MljBi30thl
ACTIONS IN COMBATStandard Actions
Administer a potion
Aid another
Basic attack
Bull rush
Charge
Coup de gra
Grab
Ready an act!
Second wind
lol.il defense
Move Actions
Crawl
I sc.ipe
Kim
(PH 286)
St.uul up
Shift fli' . | l l .•«•/!•
W.ilk
Minor Actions
Description
Help an unconscious creature consume a potion
Improve an ally's attack roll, defense,
skill check, or ability check
Make a basic attack . ' VJ&
Push a target 1 square and shift
into the vacated space
Move and then make a melee basic
attack or a bull rush
Make a critical hit against a helpless enemy
Grab an enemy
Ready an action to perform when a
specified trigger occurs
Spend a healing surge and gain a +2
bonus to defenses (once per encounter)
Gain a +2 bonus to all your defenses
until the start of your next turn
Description
While prone, move up to half your speed
Escape a grab and shift
Move up to your speed +2; grant combat advantage
and take a -5 penalty to attacks until next turn
Stand up from prone
Move 1 square without provoking opportunity attacks
Reduce your space by 1, move up to half
your speed, and grant combat advantage
Move up to your speed
Description
Page f | Opportunity Actions
255
287
287
287
287
288
290291
288
288
291
292
292
292
292
I >i.iw or sheathe a weapon You can draw or sheathe a weapon
Dilnk a potion
I n.id .1 crossbow
i >|n-n 01 dost- a door
I'll I, up .in item
Ki-.iily in slow a shield
Hi ii ! < • « < • 01 '.low ,111 item
Immrdl.ito ActionsUr.lll l l-d .1 (11(111
Consume a potion
Drop down so that you are lying on the ground
Load a crossbow so that you can fire it
Open or close a door or container
that isn't locked or stuck
Pick up an object in your space
or an unoccupied space
Use a shield or put it away
Retrieve or stow an item on your person
Description
Take your readied action when its trigger occurs
267
291
Opportunity attack
Free Actions
Drop held items
End a grab
Spend an action point
Talk
No Action
Delay
Combat Advantage
You gain combat advantage when a defender is ...
•f Balancing (page 180) 4-
4- Blinded (page 277) 4>
4- Climbing (page 182) 4-
4- Dazed (page 277) 4-
I 4- Flanked by the attacker (page 285) 4-
4- Helpless (page 277) 4-
4- Prone (melee attacks only) (page 277) 4-
4- Restrained (page 277)
ATTACK MODIFIERSCircumstance
Combat advantage against target
Attacker is prone
Attacker is restrained
Target has cover
Target has superior cover HBHHHHHHITarget has concealment (melee and ranged only)Target has total concealment (melee and ranged only)Long range (weapon attacks only)Charge attack (melee only) . . . • ! '
Description
Make a melee basic attack against an
enemy that provokes an opportunity attack
Description
Drop any items you currently hold
Let go of an enemy
Spend an action point to take an
extra action (once per encounter)
Speak a few sentences
Description
Put off your turn until later in the initiative order
290
267
288
(PH 279)
Running (page 291)
Squeezing (page 292)
Stunned (page 277)
Surprised (page 277)
Unable to see the attacker (page 281)
Unaware of you (page 188)
Unconscious (page 277)
(PH 279)Modifier
DCS TO BREAK ORBURST COMMON ITEMS (PH 262)Strength Check to: Break DC
Break down wooden door 16Break down barred door 20
Break down iron door 25Break down adamantine door 29
Break through force portal 38
Force open wooden portcullis 23
Force open iron portcullis 28
Force open adamantine portcullis 33
Burst rope bonds 26
Burst iron chains 30Burst adamantine chains 34
Smash wooden chest 19
Smash iron box 26Smash adamantine box 32
Break through wooden wall (6 in. thick) 26
Break through masonry wall (1 ft. thick) 35
Break through hewn stone wall (3 ft. thick) 43
TARGET DCS (DMG 42)Level
1st-3rd
4th-6th
7th-9th
10th-12th
13th-15th
16th-18th
19th-21st22nd-24th
25th-27th
28th-30th
Easy DC
10
13
15
17
18
20
22
23
24
25
Moderate DC
15
17
1921
22
24
26
27
28
29
Hard DC
20
21
23
25
26
28
30
31
32
33
Skill checks: Increase DCs by 5.Attacks with weapons
or against AC: Increase DCs by 2.
FALL SEVERITY BYCHARACTER LEVEL (DMG 44)Level
1st-5th
6th-10th
11th-15th
16th-20th
21st-25th26th-30th
Painful
20ft.
30ft.
40ft.
60ft.
80ft.
90ft.
Perilous
30ft.
50ft.
70ft.
90ft.
110ft.
130ft.
Deadly
40ft.
70ft.
110ft.
140ft.
170ft.
200ft.
DCS FOR COMMONLY USED SKILLSClimb
Climbing a ladder
Climbing a ropeClimbing an uneven surface (dungeon wall)
Climbing a rough surface (brick wall)
Surface is unusually smooth
Surface is slipperyUse climber's kit
Climbing where you can brace yourselfAccelerated climb (climb at full speed)
Escape from a Grab
Athletics DC 5
Athletics DC 10
Athletics DC 15
Athletics DC 20Athletics DC +5
Athletics DC +5+2 on check
+5 on check-5 on check
Acrobatics check vs. ReflexAthletics check vs. Fortitude
Acrobatics DC 20DC+10
Perception DC 15
Perception DC 25+5 to check
Perception DC +10Perception DC +2
Perception DC +5
Escape from RestraintsAttempt to escape as a standard action
Find Tracks
Soft ground (snow, loose dirt, mud)Hard ground (wood or stone)
Huge of larger creature, or group of 10+
Rain or snow since tracks were madeEach day since tracks were made
Quarry takes steps to cover tracks
Detect Magic
Identify a conjuration or summoning effect Arcana DC 15+ spell levelIdentify magical effect already in place Arcana DC 20 + spell level
Detect magic in an area Arcana DC 20 + spell level
Heal
Let a character use a healing surgeStabilize a dying character
Help a dying character recover
Let a character make a saving throw
Listen :HMMHMMMHHHHHMHBattle
Normal conversationWhispers
Through a door
Through a wall
Far away
Rolling Attacks and Checks
4- Attacks: 1d20 + one-half level + ability modifier (+ proficiency bonus, if
a weapon attack) + other modifiers
•f Checks: 1d20 + one-half level + ability modifier (+5 if a trained skill) +other modifiers
Heal DC 10
Heal DC 15
Heal DC 15;Heal DC 15
Perception DC 0:;;; if:^M':": • Perception DC 5'
Perception DC 15•ff^-ffS^iS \ Perception DC +5
Perception DC+10
Perception DC +1 per 2 squares
(PH 280)
Cover (-2 Penalty to Attack Rolls): The target is around ,i
corner or protected by terrain. For example, the target might
be in the same square as a small tree, obscured by a smallpillar or a large piece of furniture, or behind a low wall.
Superior Cover (-5 Penalty to Attack Rolls): The targetis protected by a significant terrain advantage, such as
when fighting from behind a window, a portcullis, a grate,
or an arrow slit.Area Attacks and Close Attacks: When you make an
area attack or a close attack, a target has cover if there is an
obstruction between the origin square and the target, not
between you and the target.
Reach: If a creature that has reach attacks through terrainthat would grant cover if the target were in it, the target
has cover. For example, even if you're not in the samesquare as a small pillar, it gives you cover from the attack <>l
an ogre on the other side of the pillar.
Creatures and Cover: When you make a ranged attack
against an enemy and other enemies are in the way, yourtarget has cover. Your allies never grant cover to your
enemies, and neither allies nor enemies give cover against
melee, close, or area attacks.
Determining Cover: To determine if a target has cover,choose a corner of a square you occupy (or a corner of your
attack's origin square) and trace imaginary lines from that
corner to every corner of any one square the target occu-pies. If one or two of those lines are blocked by an obstacle
or an enemy, the target has cover. (A line isn't blocked if it
runs along the edge of an obstacle's or an enemy's square.)
If three or four of those lines are blocked but you have line
of effect, the target has superior cover.
Concealment (PH281)
Concealment (-2 Penalty to Attack Rolls): The target isin a lightly obscured square or in a heavily obscured square
but adjacent to you.
Total Concealment (-5 Penalty to Attack Rolls): You
can't see the target. The target is invisible, in a totallyobscured square, or in a heavily obscured square and not
adjacent to you.
Melee Attacks and Ranged Attacks Only: Attack penal
ties from concealment apply only to the targets of meleeor ranged attacks.
Conditions
BLINDED4 Yc>u grant combat advantage.
* You can't see any target (your targets
luve total concealment).
» You take a -10 penalty to Perception
i hecks.
» You can't flank an enemy.
i >A/I:D* You grant combat advantage.
» You can take either a standard action, a
IIIOVP action, or a minor action on your
nun (you can also take free actions). You
. iin'l take immediate actions or opportu-
nity actions.
* You i an'l flank an enemy.
DEAIENEDf You i .in') hear anything.
* You i.ike,i I 0 penalty to Perception
. ht>i l-s.
DOMINATED» You'ie dazed.
* Hit- dominating creature chooses your
.11 lion I he only powers it can make you
uw .lie .it-wlll powers.
DYING4- You're unconscious.
4 You're at 0 or negative hit points.
41 You make a death saving throw every
round.
HELPLESSV 4 You grant combat advantage.
V4- You can be the target of a coup de grace.
Note: Usually you're helpless because you're
unconscious.
IMMOBILIZED4 You can't move from your space,
although you can teleport and can be
forced to move by a pull, a push, or a
slide.
MARKED'4- You take a -2 penalty to attack rolls if
your attack doesn't include the creature
that marked you.
PETRIFIED4- You have been turned to stone.
4 You can't take actions.
4 You gain resist 20 to all damage.
4 You are unaware of your surroundings.
4 You don't age.
PRONE4 You grant combat advantage to enemies
making melee attacks against you.
4- You get a +2 bonus to all defenses
against ranged attacks from nonadjacent
enemies.
4 You're lying on the ground. (If you're fly-
ing, you safely descend a distance equal
to your fly speed. If you don't reach the
ground, you fall.)
: 4 You take a-2 penalty to attack rolls.
RESTRAINED4 You grant combat advantage.
,;. 4 You're immobilized.
4 You can't be forced to move by a pull, a
push, or a slide.
: 4 You take a -2 penalty to attack rolls.
SLOWED4 Your speed becomes 2. This speed
applies to all your movement modes,
but it does not apply to teleportation
or to a pull, a push, or a slide. You can't
increase your speed above 2, and your
speed doesn't increase if it was lower
than 2. If you're slowed while moving,
stop moving if you have already moved
2 or more squares.
(PH 277)
STUNNED4 You grant combat advantage.
4 You can't take actions.
4 You can't flank an enemy.
SURPRISED4 You grant combat advantage.
4 You can't take actions, other than free
actions.
• 4 You can't flank an enemy.
UNCONSCIOUS: 4 You're helpless.
| 4 You take a -5 penalty to all defenses.
4 You can't take actions.
i; 4 You fall prone, if possible.
° 4- You can't flank an enemy.
WEAKENED4 Your attacks deal half damage. Ongoing
damage you deal is not affe< ted.
lli'iillng ii Dying Character (PH 2 9 5) | | Death and Dying (PH295)
lii HU Points: When you are dying and receive healing, you go to 0
MI | mini-, .n. I ihcn regain hit points from the healing effect. If a healing
• id i I n'i|iilu". ynii to spend a healing surge but you have none left, your
Ill Ini i ilnc'.n'l i hange, but you regain hit points after an extended rest if
lie h.is sl.ibili/ed you using the Heal skill.
n. 11.HU ( .HIM ions: As soon as you have a current hit point total that's
i ih,in 0. you bee omc conscious and are no longer dying. (You are still• i . .hi yiui i.ikc .in ,u lion to stand up.)
4 Dying: When your hit points drop to 0 or fewer, you fall unconscious and are dying. Any addition.il d.im.ij.e
you take continues to reduce your current hit point total until your character dies.
4 Death Saving Throw: When you are dying, you need to make a saving throw at the end of you i linn e,n Ii
round. The result of your saving throw determines how close you are to death.
Lower than 10: You slip one step closer to death. If you get this result three times beloie you i.ike ,i irsl,
you die.
10-19: No change.
20 or higher: Spend a healing surge. When you do so, you are considered to have 0 hit point1,, .mil ihen
your healing surge restores hit points as normal. You are no longer dying, and you ,ne < OHM loir. Inn '.llll
prone. If you roll 20 or higher but have no healing surges lelt, your < ondlllon doesn't < li,ni);r
4 Death: When you take damage ih.il leduces your ( intent hit points to yoni bloodied v.ilnr ex|iiev.ei| ,is ,ineg.ilive niiiiiliei. youi < h.n.ic lei dies
,THEACT1ONMOVING
his DUNGEONS & DRAGON'S* Roleplaying Game
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