Michal Campr
DM screen terms and rules for quick search, each with TL;DR version to speed up gameplay.
Automatically fail any ability check that requires sight. Advantage on attacks against you and disadvantage on your attacks.
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.
Gain extra movement equal to your speed for the current turn.
When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.
Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.
Until the start of your next turn, any attack roll against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage.
When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated or if your speed drops to 0.
Make a Strength (Athletics) check to grapple someone. Make a Strength (Athletics) or Dexterity (Acrobatics) check to resist it.
When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.
The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you subject the target to the grappled condition. The condition specifies the things that end it, and you can release the target whenever you like (no action required).
Escaping a Grapple. A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.
Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.
Your speed becomes 0.
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.
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.
Give one creature advantage on the next ability check it makes.
You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.
Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.
Attempt to hide from enemies, make a Dexterity (Stealth) check.
Can't be seen without the aid of magic or a special sense. Advantage on attacks and disadvantage on attacks against you.
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.
Long jump - move 10+ feet and jump a number of feet = your Strength modifier. Only half if standing still.High jump - move 10+ feet and jump a number of feet = 3 + your Strength modifier. Only half if standing still.
Long jump - move 10+ feet and jump a number of feet equal to your Strength modifier. When you make a standing long jump, you can leap only half that distance.
High Jump - move 10+ feet and jump a number of feet equal to 3 + your Strength modifier. When you make a standing high jump, you can jump only half that distance.
Can't move or speak. Automatically fail Strength and Dexterity saving throws. Attack rolls against you have advantage.
Can't move or speak. Resistance to all damage. Automatically fail Strength and Dexterity saving throws. Attack rolls against you have advantage. Immune to poison and disease.
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.
Your can only crawl or stand up. You have disadvantage on attack rolls. An attack roll against you has advantage if the attacker is within 5 feet of you. Otherwise, the attack roll has disadvantage.
Prepare an action to trigger later in the round using a reaction.
Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.
First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include "If the cultist steps on the trapdoor, I'll pull the lever that opens it," and "If the goblin steps next to me, I move away."
When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.
When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.
Your speed becomes 0. Attack rolls against you have advantage. Your attack rolls have disadvantage. You have disadvantage on Dexterity saving throws.
Can't move, can speak only falteringly, automatically fail Strength and Dexterity saving throws, attack rolls against you have advantage.
Hold your breath for a number of minutes equal to 1 + Constitution modifier (minimum of 30 seconds).
A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).
When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.
Can't move or speak, drop whatever you're holding, fall prone, automatically fail Strength and Dexterity saving throws, attack rolls against you have advantage, any attack that hits you is a critical hit if the attacker is within 5 feet of you.
An unconscious creature is incapacitated, 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.
Interact an object, a magic item, a special ability or a feature of the environment.