Secret Lesson 86
Rules Glossary A–C
The Spell Compendium is now complete.
From this lesson onward, we move into one of the most important sections of the SRD 5.2.1:
THE RULES GLOSSARY
The glossary is not merely a dictionary.
It defines the precise mechanical meaning of terms that appear throughout:
COMBAT
SPELLCASTING
CLASSES
FEATS
EQUIPMENT
MAGIC ITEMS
MONSTERS
and:
GAME MASTER RULES
A familiar English word can have a very specific meaning once it becomes a game term.
For example:
CHARMED
doesn't automatically mean:
“THE CREATURE OBEYS EVERYTHING YOU SAY”
And:
BLOODIED
doesn't itself impose a penalty.
It simply describes a specific Hit Point state.
Learning the glossary therefore means learning how to:
READ THE RULES PRECISELY
This lesson covers every glossary entry from:
A
through:
C
as presented in the SRD 5.2.1.
PART ONE — HOW THE RULES GLOSSARY WORKS
Before the alphabetical definitions begin, the SRD establishes several glossary conventions.
TAGS IN BRACKETS
Some glossary terms contain a category tag.
For example:
ATTACK [ACTION]
or:
BLINDED [CONDITION]
The SRD uses several families of rules:
ACTION
AREA OF EFFECT
ATTITUDE
CONDITION
HAZARD
The tag tells you:
WHAT KIND OF RULE YOU ARE READING
“YOU”
When the rules say:
YOU
they mean the:
CREATURE OR OBJECT TO WHICH THE RULE CURRENTLY APPLIES
It doesn't always mean:
THE HUMAN PLAYER READING THE BOOK
For example, if a monster has a condition whose text says “you,” that “you” refers to:
THE MONSTER
“SEE ALSO”
Some glossary entries point toward related rules.
Those cross-references matter because one rule often depends upon:
ANOTHER DEFINED TERM
CURRENT RULES TERMINOLOGY
The glossary contains:
CURRENT SRD 5.2.1 RULE TERMS
It isn't intended as a catalogue of terminology from older versions of fifth edition.
That is another reason not to silently import an older definition when the current glossary gives:
A DIFFERENT ONE
COMMON ABBREVIATIONS
The glossary also establishes abbreviations used throughout the SRD.
| Abbreviation | Meaning |
|---|---|
| AC | Armor Class |
| C | Concentration |
| Cha. | Charisma |
| Con. | Constitution |
| CP | Copper Piece(s) |
| CR | Challenge Rating |
| DC | Difficulty Class |
| Dex. | Dexterity |
| EP | Electrum Piece(s) |
| GM | Game Master |
| GP | Gold Piece(s) |
| HP | Hit Point(s) |
| Int. | Intelligence |
| M | Material component |
| NPC | Nonplayer character |
| PB | Proficiency Bonus |
| PP | Platinum Piece(s) |
| R | Ritual |
| S | Somatic component |
| SP | Silver Piece(s) |
| Str. | Strength |
| V | Verbal component |
| Wis. | Wisdom |
| XP | Experience Point(s) |
The glossary also uses abbreviations for:
ALIGNMENTS
such as:
-
LG — Lawful Good
-
CE — Chaotic Evil
-
N — Neutral
PART TWO — COMPLETE A–C GLOSSARY INDEX
A
-
Ability Check
-
Ability Score and Modifier
-
Action
-
Advantage
-
Adventure
-
Alignment
-
Ally
-
Area of Effect
-
Armor Class
-
Armor Training
-
Attack [Action]
-
Attack Roll
-
Attitude
-
Attunement
B
-
Blinded [Condition]
-
Blindsight
-
Bloodied
-
Bonus Action
-
Breaking Objects
-
Bright Light
-
Burning [Hazard]
-
Burrow Speed
C
-
Campaign
-
Cantrip
-
Carrying Capacity
-
Challenge Rating
-
Character Sheet
-
Charmed [Condition]
-
Climbing
-
Climb Speed
-
Concentration
-
Condition
-
Cone [Area of Effect]
-
Cover
-
Crawling
-
Creature
-
Creature Type
-
Critical Hit
-
Cube [Area of Effect]
-
Curses
-
Cylinder [Area of Effect]
PART THREE — ABILITY CHECK
An:
ABILITY CHECK
is a type of:
D20 TEST
used when a creature employs one of the six Abilities—or a Skill associated with an Ability—to:
OVERCOME A CHALLENGE
Examples we've already encountered include:
STRENGTH (ATHLETICS)
for physical exertion,
DEXTERITY (STEALTH)
for moving quietly,
or:
WISDOM (PERCEPTION)
for noticing something.
THE CORE STRUCTURE
Normally:
d20
relevant Ability modifier
Proficiency Bonus if relevant
other applicable modifiers
Then compare the total to:
A DIFFICULTY CLASS — DC
EXAMPLE
A character tries to climb a difficult surface.
Strength modifier:
+3
Athletics proficiency:
+2 PB
Roll:
11
Total:
11 + 3 + 2 =
16
If the DC is:
15
the check:
SUCCEEDS
IMPORTANT
An Ability Check is not:
A SAVING THROW
and isn't:
AN ATTACK ROLL
All three are D20 Tests, but they remain:
DIFFERENT TYPES OF D20 TEST
PART FOUR — ABILITY SCORE AND MODIFIER
Every creature has six Ability Scores:
STRENGTH
DEXTERITY
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA
Each score has a corresponding:
ABILITY MODIFIER
You add that modifier whenever the rules tell you to make a D20 Test using that Ability or otherwise tell you to use the modifier.
EXAMPLES
Strength 16:
+3
Dexterity 14:
+2
Constitution 12:
+1
Intelligence 10:
+0
Wisdom 8:
−1
Charisma 18:
+4
The Ability Score and the Ability modifier are:
NOT THE SAME NUMBER
PART FIVE — ACTION
On your turn, you can normally take:
ONE ACTION
You choose either one of the standard actions or a special action provided by one of your features.
The glossary identifies these standard actions:
ATTACK
DASH
DISENGAGE
DODGE
HELP
HIDE
INFLUENCE
MAGIC
READY
SEARCH
STUDY
UTILIZE
Each receives its own precise glossary definition.
Some have already been taught.
Others will appear again as we progress through the glossary alphabetically.
IMPORTANT
Having:
ONE ACTION
doesn't mean every possible activity costs an Action.
You may also have:
-
movement
-
perhaps a Bonus Action if a rule grants one
-
perhaps a Reaction when its trigger occurs
-
certain free interactions or no-action features
Always ask:
WHAT DOES THIS PARTICULAR RULE REQUIRE?
PART SIX — ADVANTAGE
If you have:
ADVANTAGE
on a D20 Test:
ROLL TWO D20s
and use:
THE HIGHER RESULT
EXAMPLE
Roll:
7
and:
16
With Advantage:
USE 16
Then apply the relevant modifiers.
ADVANTAGE DOESN'T STACK
If three different effects all give Advantage:
YOU STILL ROLL ONLY TWO D20s
ADVANTAGE + DISADVANTAGE
If the same roll has both:
THEY CANCEL
The roll has:
NEITHER
This remains true even if several effects grant one side and only one grants the other.
PART SEVEN — ADVENTURE
An:
ADVENTURE
is a:
SERIES OF ENCOUNTERS
A story emerges through playing those encounters.
This is a useful structural term.
A single fight isn't necessarily:
AN ENTIRE ADVENTURE
An adventure can contain:
-
social encounters
-
exploration
-
hazards
-
combat
-
discoveries
-
decisions
-
consequences
The formal glossary definition is simple:
ENCOUNTERS → ADVENTURE
PART EIGHT — ALIGNMENT
Alignment broadly describes a creature's:
ETHICAL ATTITUDES
and:
IDEALS
It combines two broad dimensions.
MORALITY
GOOD
EVIL
or:
NEUTRAL
ATTITUDE TOWARD ORDER
LAWFUL
CHAOTIC
or:
NEUTRAL
Combining them produces:
NINE POSSIBLE ALIGNMENTS
Examples include:
LAWFUL GOOD
CHAOTIC NEUTRAL
NEUTRAL EVIL
IMPORTANT
Alignment:
BROADLY DESCRIBES
ethical attitudes and ideals.
It isn't presented here as a rule saying:
“A CREATURE OF THIS ALIGNMENT MUST ALWAYS DO X”
It is a broad characterization.
PART NINE — ALLY
A creature counts as:
YOUR ALLY
if it is:
-
a member of your adventuring party
-
your friend
-
on your side in combat
-
or otherwise designated by the rules or GM as your ally
WHY THIS MATTERS
Many features say something like:
“YOU OR AN ALLY”
or:
“AN ALLY WITHIN 10 FEET”
The term:
ALLY
is therefore a real rules category.
It isn't limited only to:
OTHER PLAYER CHARACTERS
A creature the GM or another rule establishes as being on your side can also qualify.
PART TEN — AREA OF EFFECT
Many spells and other features affect:
AN AREA
rather than one individual target.
The SRD identifies six typical shapes:
CONE
CUBE
CYLINDER
EMANATION
LINE
SPHERE
POINT OF ORIGIN
Every Area of Effect has a:
POINT OF ORIGIN
This is the location from which the effect's energy originates.
Each shape has its own rules for:
WHERE THAT POINT IS
TOTAL COVER CAN BLOCK PART OF AN AREA
Imagine a magical explosion.
For a location to be inside the Area of Effect, a straight line must be able to extend from the point of origin to that location without every possible such line being blocked by:
TOTAL COVER
If all such lines are blocked:
THAT LOCATION ISN'T INCLUDED
EXAMPLE
A Fire effect bursts in a room.
One creature is standing in the open.
Another is completely behind:
A SOLID WALL
If the wall provides Total Cover and blocks the relevant lines from the origin:
THE HIDDEN LOCATION CAN BE EXCLUDED FROM THE AREA
UNSEEN ORIGIN BEHIND AN OBSTRUCTION
If the creator tries to place an Area of Effect's point of origin at an unseen location behind an obstruction:
THE POINT OF ORIGIN APPEARS ON THE NEAR SIDE OF THE OBSTRUCTION
This is particularly important for spells.
You don't normally place an unseen origin point:
THROUGH A SOLID WALL
simply because the spell's numerical range reaches that far.
PART ELEVEN — ARMOR CLASS
ARMOR CLASS — AC
is the target number for:
AN ATTACK ROLL
It represents how difficult a target is to hit.
BASE AC
The basic calculation is:
10 + DEXTERITY MODIFIER
Example:
Dexterity modifier:
+2
Base AC:
10 + 2 =
12
ALTERNATIVE BASE AC
Some armor, class features, spells, or other rules give another way to calculate:
BASE AC
If several rules give different base calculations:
CHOOSE ONE
You don't combine multiple base formulas.
EXAMPLE
Suppose one rule says:
AC = 13 + DEXTERITY MODIFIER
and another says:
AC = 10 + DEXTERITY + ANOTHER MODIFIER
Those are:
TWO ALTERNATIVE BASE CALCULATIONS
not formulas to add together.
PART TWELVE — ARMOR TRAINING
Armor Training allows you to use a category of armor without specific penalties.
If you wear:
LIGHT ARMOR
MEDIUM ARMOR
or:
HEAVY ARMOR
without the appropriate training:
DISADVANTAGE ON ANY D20 TEST INVOLVING STRENGTH OR DEXTERITY
and:
YOU CAN'T CAST SPELLS
SHIELDS
A Shield works differently.
If you use a Shield without Shield training:
YOU DON'T GAIN ITS AC BONUS
IMPORTANT DISTINCTION
Untrained armor:
CREATES D20 TEST PENALTIES AND PREVENTS SPELLCASTING
Untrained Shield:
DOESN'T GIVE ITS AC BONUS
Follow the exact rule for the equipment being used.
PART THIRTEEN — ATTACK [ACTION]
Taking the:
ATTACK ACTION
lets you make:
ONE ATTACK ROLL
with:
A WEAPON
or:
AN UNARMED STRIKE
unless another rule—such as Extra Attack—gives you more.
EQUIPPING AND UNEQUIPPING WEAPONS
When you make an attack as part of the Attack action, you may:
EQUIP
or:
UNEQUIP
one weapon.
This happens either:
BEFORE
or:
AFTER
that attack.
EQUIPPING INCLUDES
DRAWING FROM A SHEATH
or:
PICKING UP THE WEAPON
UNEQUIPPING INCLUDES
SHEATHING
STOWING
or:
DROPPING
the weapon.
YOU DON'T HAVE TO ATTACK WITH THE WEAPON YOU JUST EQUIPPED
If you equip a weapon before an attack:
THE RULE DOESN'T REQUIRE THAT ATTACK TO USE IT
MOVING BETWEEN ATTACKS
If something such as Extra Attack gives you multiple attacks as part of the Attack action:
YOU CAN MOVE BETWEEN THEM
EXAMPLE
Speed:
30 FEET
A Fighter can attack one enemy.
Move:
15 FEET
Attack another enemy.
Move:
15 FEET
The Attack action doesn't force all of its attacks to happen from:
THE SAME SPACE
PART FOURTEEN — ATTACK ROLL
An:
ATTACK ROLL
is a D20 Test representing an attack with:
A WEAPON
AN UNARMED STRIKE
or:
A SPELL
Normally:
d20 + relevant modifier + Proficiency Bonus if applicable
is compared against:
TARGET'S AC
Equal or higher:
HIT
Lower:
MISS
IMPORTANT
Not every damaging effect is:
AN ATTACK
If a spell tells the target to make a Saving Throw rather than telling you to make an Attack Roll:
IT ISN'T AN ATTACK ROLL
unless another rule specifically says otherwise.
PART FIFTEEN — ATTITUDE
A monster can begin with one of three attitudes toward a player character:
FRIENDLY
HOSTILE
INDIFFERENT
Those three terms have their own glossary definitions later.
For now, remember:
ATTITUDE IS A SOCIAL RULE CATEGORY
It helps determine how a creature initially regards a character.
PART SIXTEEN — ATTUNEMENT
Some magic items require:
ATTUNEMENT
before a creature can access their magical properties.
The glossary gives the core limit:
MAXIMUM THREE ATTUNED MAGIC ITEMS AT ONCE
We studied the detailed Attunement procedure in the Equipment portion of the course.
For glossary purposes, remember:
ATTUNEMENT = MAGICAL BOND WITH CERTAIN MAGIC ITEMS
and:
THREE-ITEM MAXIMUM
unless a specific rule says otherwise.
PART SEVENTEEN — BLINDED [CONDITION]
A creature with:
BLINDED
experiences two core effects.
CAN'T SEE
You:
CAN'T SEE
and automatically fail:
ANY ABILITY CHECK THAT REQUIRES SIGHT
ATTACKS ARE AFFECTED
Attack rolls:
AGAINST YOU HAVE ADVANTAGE
Your own attack rolls:
HAVE DISADVANTAGE
IMPORTANT
Blinded doesn't say:
“YOU AUTOMATICALLY MISS EVERY ATTACK”
You can still make an attack.
But:
YOUR ATTACK ROLL HAS DISADVANTAGE
unless another rule changes the situation.
EXAMPLE
A Blinded Fighter attacks.
Roll:
TWO D20s
Use:
LOWER RESULT
because of Disadvantage.
PART EIGHTEEN — BLINDSIGHT
Blindsight allows a creature to see within its specified range:
WITHOUT RELYING ON PHYSICAL SIGHT
Within that range, it can see anything that isn't behind:
TOTAL COVER
even if the creature has:
BLINDED
or is in:
DARKNESS
It can also see something with:
INVISIBLE
inside that Blindsight range.
EXAMPLE
A monster has:
BLINDSIGHT 30 FEET
An Invisible Rogue stands:
20 FEET AWAY
with no Total Cover between them.
The monster's Blindsight can:
SEE THE ROGUE
TOTAL COVER STILL MATTERS
The Rogue instead moves behind:
A SOLID WALL
The wall provides Total Cover.
Blindsight does not say:
“SEE THROUGH WALLS”
PART NINETEEN — BLOODIED
A creature is:
BLOODIED
while it has:
HALF ITS HIT POINTS OR FEWER REMAINING
EXAMPLE
Maximum HP:
60
Bloodied threshold:
30 HP
At:
31 HP
not Bloodied.
At:
30 HP
Bloodied.
At:
1 HP
still Bloodied.
IMPORTANT
The Bloodied glossary entry itself doesn't say that being Bloodied causes:
DISADVANTAGE
REDUCED SPEED
LOWER AC
or any other automatic penalty.
It is:
A STATUS DESCRIPTOR
Other rules may care whether something is Bloodied.
PART TWENTY — BONUS ACTION
A:
BONUS ACTION
is a special action that can occur on the same turn as your normal Action.
But you don't automatically possess a generic menu of Bonus Actions.
You can take one only when:
A RULE EXPLICITLY GIVES YOU A BONUS ACTION TO TAKE
MAXIMUM
You can't take more than:
ONE BONUS ACTION PER TURN
EXAMPLE
A spell says:
CASTING TIME: BONUS ACTION
That provides something you may do with the Bonus Action available on that turn.
After casting it:
YOUR BONUS ACTION HAS BEEN USED
COMMON MISUNDERSTANDING
You don't normally get to convert your unused Action into:
A SECOND BONUS ACTION
The glossary limit remains:
NO MORE THAN ONE BONUS ACTION ON A TURN
PART TWENTY-ONE — BREAKING OBJECTS
Objects can be damaged by:
ATTACKS
and by:
SOME SPELLS
An exceedingly fragile nonmagical object might simply be broken automatically with:
ATTACK
or:
UTILIZE
if the GM determines that is appropriate.
More resilient objects can use:
AC
and:
HIT POINTS
OBJECT ARMOR CLASS
The SRD suggests the following ACs.
| Material | AC |
|---|---|
| Cloth, paper, rope | 11 |
| Crystal, glass, ice | 13 |
| Wood | 15 |
| Stone | 17 |
| Iron, steel | 19 |
| Mithral | 21 |
| Adamantine | 23 |
These are suggested AC values based on:
MATERIAL
OBJECT HIT POINTS
| Size | Fragile | Resilient |
|---|---|---|
| Tiny | 2 (1d4) | 5 (2d4) |
| Small | 3 (1d6) | 10 (3d6) |
| Medium | 4 (1d8) | 18 (4d8) |
| Large | 5 (1d10) | 27 (5d10) |
At:
0 HP
the object is:
DESTROYED
HUGE AND GARGANTUAN OBJECTS
For a massive object:
DIVIDE IT INTO LARGE OR SMALLER SECTIONS
Track the HP of those sections separately.
The GM decides whether destroying a particular section causes:
A LARGER COLLAPSE
DAMAGE TYPES AND OBJECTS
Objects have Immunity to:
POISON
and:
PSYCHIC
damage.
The GM may decide certain damage types are:
MORE EFFECTIVE
or:
LESS EFFECTIVE
against a particular object.
Example given conceptually by the SRD:
BLUDGEONING
is useful for smashing some objects, whereas the effectiveness of a damage type depends on:
WHAT THE OBJECT IS MADE OF
OBJECTS HAVE NO ABILITY SCORES BY DEFAULT
Unless a rule gives them Ability Scores:
THEY HAVE NONE
Therefore they:
CAN'T MAKE ABILITY CHECKS
and:
FAIL ALL SAVING THROWS
DAMAGE THRESHOLDS
Very large objects can also have:
DAMAGE THRESHOLD
That specific rule begins with D and will be covered in:
LESSON 87
PART TWENTY-TWO — BRIGHT LIGHT
BRIGHT LIGHT
is:
NORMAL ILLUMINATION
This simple definition interacts with the broader rules for:
VISION
DARKNESS
DIM LIGHT
and:
OBSCUREMENT
which we studied earlier and will encounter again later in the glossary.
PART TWENTY-THREE — BURNING [HAZARD]
A burning creature or object takes:
1D4 FIRE DAMAGE
at:
THE START OF EACH OF ITS TURNS
EXTINGUISHING YOURSELF
As an:
ACTION
you can extinguish fire on yourself by:
-
giving yourself the Prone condition,
-
rolling on the ground.
OTHER WAYS FIRE ENDS
The fire also goes out if it is:
DOUSED
SUBMERGED
or:
SUFFOCATED
EXAMPLE
A warrior is Burning.
Start of turn:
1D4 FIRE DAMAGE
They decide survival is more important than attacking.
Action:
DROP PRONE AND ROLL
Fire:
EXTINGUISHED
PART TWENTY-FOUR — BURROW SPEED
A creature with a:
BURROW SPEED
can use that speed to move through:
SAND
EARTH
MUD
or:
ICE
SOLID ROCK
A Burrow Speed does not automatically allow movement through:
SOLID ROCK
A creature needs:
A SPECIFIC TRAIT
allowing it to do so.
IMPORTANT
Don't turn:
“BURROW SPEED 30 FEET”
into:
“MOVE THROUGH ABSOLUTELY ANY SOLID MATERIAL”
The rule gives specific normal materials and a specific limitation.
PART TWENTY-FIVE — CAMPAIGN
A:
CAMPAIGN
is:
A SERIES OF ADVENTURES
So the structural hierarchy is:
ENCOUNTERS
form:
ADVENTURES
which can form:
A CAMPAIGN
PART TWENTY-SIX — CANTRIP
A:
CANTRIP
is:
A LEVEL 0 SPELL
and is cast:
WITHOUT A SPELL SLOT
IMPORTANT
A cantrip still has all its other normal spell characteristics.
It might still have:
-
Casting Time
-
Range
-
Components
-
targets
-
Attack Rolls
-
Saving Throws
-
Concentration
The defining glossary features are:
LEVEL 0
and:
NO SPELL SLOT
PART TWENTY-SEVEN — CARRYING CAPACITY
Your:
SIZE
and:
STRENGTH SCORE
determine how much weight you can carry and move.
CARRYING CAPACITY TABLE
| Creature Size | Carry | Drag / Lift / Push |
|---|---|---|
| Tiny | Strength × 7.5 lb. | Strength × 15 lb. |
| Small / Medium | Strength × 15 lb. | Strength × 30 lb. |
| Large | Strength × 30 lb. | Strength × 60 lb. |
| Huge | Strength × 60 lb. | Strength × 120 lb. |
| Gargantuan | Strength × 120 lb. | Strength × 240 lb. |
EXAMPLE — MEDIUM CHARACTER
Strength:
16
Carry:
16 × 15 =
240 POUNDS
Drag / Lift / Push maximum:
16 × 30 =
480 POUNDS
MOVING MORE THAN YOU CAN CARRY
If you drag, lift, or push weight exceeding your normal:
CARRY CAPACITY
your Speed can be no more than:
5 FEET
EXAMPLE
The same Strength 16 character tries to drag:
400 POUNDS
400 is below the maximum drag amount of:
480
but greater than the normal carry capacity of:
240
Therefore while doing so:
SPEED CAN BE NO MORE THAN 5 FEET
SIZE MATTERS ENORMOUSLY
A Large creature with Strength 16 can carry:
16 × 30 =
480 POUNDS
and drag/lift/push:
16 × 60 =
960 POUNDS
The same Strength score produces different capacity because:
CREATURE SIZE MATTERS
PART TWENTY-EIGHT — CHALLENGE RATING
CHALLENGE RATING — CR
summarizes the threat a monster poses to:
A GROUP OF FOUR PLAYER CHARACTERS
BASIC COMPARISON
If the monster's CR is:
HIGHER THAN THE CHARACTERS' LEVEL
it is likely to be:
DANGEROUS
If the CR is:
LOWER
it is likely to pose:
LESS THREAT
BUT CR ISN'T THE WHOLE STORY
The SRD explicitly warns that factors such as:
CIRCUMSTANCES
and:
NUMBER OF PLAYER CHARACTERS
can significantly change actual danger.
So:
CR IS A SUMMARY TOOL
not a guarantee of the battle's outcome.
The detailed encounter-building guidance appears later in:
GAMEPLAY TOOLBOX
PART TWENTY-NINE — CHARACTER SHEET
A:
CHARACTER SHEET
is a paper or digital record used to track:
YOUR CHARACTER'S INFORMATION
This can include the elements we've built throughout the course, such as:
-
Ability Scores
-
class
-
level
-
Hit Points
-
AC
-
equipment
-
proficiencies
-
features
-
spells
-
resources
The glossary definition itself is deliberately broad:
IT IS THE RECORD OF YOUR CHARACTER
PART THIRTY — CHARMED [CONDITION]
A creature with:
CHARMED
suffers two core effects.
CAN'T HARM THE CHARMER
You can't:
ATTACK THE CHARMER
or target the charmer with:
DAMAGING ABILITIES
or:
DAMAGING MAGICAL EFFECTS
SOCIAL ADVANTAGE
The charmer has:
ADVANTAGE
on any Ability Check made to:
INTERACT WITH YOU SOCIALLY
WHAT CHARMED DOES NOT SAY
The condition itself does not say:
YOU OBEY EVERY ORDER
YOU BECOME THE CHARMER'S SLAVE
YOU AUTOMATICALLY ATTACK YOUR FRIENDS
YOU REVEAL EVERY SECRET
A particular spell or feature might add additional effects.
But those additional effects come from:
THAT SPECIFIC RULE
not from the Charmed condition itself.
EXAMPLE
A creature is Charmed by you.
It can't attack:
YOU
But can it attack:
YOUR ALLY?
The Charmed condition by itself does not forbid that.
A spell producing the condition might contain further restrictions, so:
READ THE SPELL TOO
PART THIRTY-ONE — CLIMBING
Without a special Climb Speed, climbing costs:
1 EXTRA FOOT OF MOVEMENT PER FOOT MOVED
So:
1 FOOT OF CLIMBING = 2 FEET OF MOVEMENT
DIFFICULT TERRAIN
While climbing in Difficult Terrain, each foot costs:
2 EXTRA FEET
Therefore:
1 FOOT MOVED = 3 FEET OF MOVEMENT
EXAMPLE
You have:
30 FEET OF MOVEMENT
Normal vertical climb:
30 ÷ 2 =
15 FEET OF CLIMBING
If that climb is also Difficult Terrain:
30 ÷ 3 =
10 FEET OF CLIMBING
OPTIONAL CHECK
At the GM's option, a climb that involves:
A SLIPPERY SURFACE
or:
FEW HANDHOLDS
might require:
DC 15 STRENGTH (ATHLETICS)
IMPORTANT
Not every ordinary climb automatically requires:
AN ATHLETICS CHECK
The extra movement is the general rule.
The DC 15 check is something the GM may require for:
SPECIFICALLY DIFFICULT CLIMBS
PART THIRTY-TWO — CLIMB SPEED
A:
CLIMB SPEED
can replace your normal Speed while traversing:
A VERTICAL SURFACE
and lets you ignore the extra movement cost normally associated with climbing.
EXAMPLE
Normal Speed:
30 FEET
Climb Speed:
30 FEET
You climb a normal wall.
Instead of spending:
2 FEET PER 1 FOOT
you can use the:
CLIMB SPEED
and travel up to its available distance normally.
CLIMB SPEED DOES NOT MEAN
“IGNORE EVERY POSSIBLE CLIMBING HAZARD”
The Climb Speed removes:
THE NORMAL EXTRA MOVEMENT COST
Other rules or environmental effects can still apply when appropriate.
PART THIRTY-THREE — CONCENTRATION
Concentration is one of the most important game mechanics in the entire glossary.
Certain spells and effects require:
CONCENTRATION
to remain active.
Lose Concentration:
THE EFFECT ENDS
MAXIMUM DURATION
The effect tells you its maximum Concentration duration.
Examples:
UP TO 1 MINUTE
UP TO 10 MINUTES
UP TO 1 HOUR
or another duration.
You can voluntarily end your Concentration:
AT ANY TIME
requiring:
NO ACTION
THREE CORE WAYS CONCENTRATION BREAKS
1 — START ANOTHER CONCENTRATION EFFECT
You lose Concentration:
THE MOMENT YOU START CASTING ANOTHER SPELL THAT REQUIRES CONCENTRATION
or activate another effect that requires Concentration.
EXAMPLE
You are concentrating on:
FLY
You begin casting:
HASTE
Haste also requires Concentration.
Your Fly Concentration ends:
WHEN YOU START CASTING HASTE
You can't maintain both.
2 — TAKE DAMAGE
Every time you take damage, make:
CONSTITUTION SAVING THROW
to maintain Concentration.
DC:
10
or:
HALF THE DAMAGE TAKEN, ROUNDED DOWN
whichever is:
HIGHER
Maximum:
DC 30
EXAMPLE 1
Damage:
8
Half:
4
Compare:
4 vs 10.
DC:
10
EXAMPLE 2
Damage:
30
Half:
15
DC:
15
EXAMPLE 3
Damage:
81
Half, rounded down:
40
But Concentration DC has a maximum of:
30
Therefore:
DC 30
3 — INCAPACITATED OR DEAD
Concentration ends if you:
HAVE INCAPACITATED
or:
DIE
No Concentration saving throw is needed in those cases.
It simply:
ENDS
IMPORTANT — EACH DAMAGE EVENT
The rule triggers:
IF YOU TAKE DAMAGE
If separate effects damage you separately, each can create its own requirement to maintain Concentration.
Don't simply total unrelated damage instances together unless the rules treat them as one damage event.
PART THIRTY-FOUR — CONDITION
A:
CONDITION
is a temporary game state.
The definition of each condition explains:
HOW IT AFFECTS ITS RECIPIENT
and other rules explain:
HOW IT ENDS
CONDITIONS IN SRD 5.2.1
The glossary defines:
BLINDED
CHARMED
DEAFENED
EXHAUSTION
FRIGHTENED
GRAPPLED
INCAPACITATED
INVISIBLE
PARALYZED
PETRIFIED
POISONED
PRONE
RESTRAINED
STUNNED
UNCONSCIOUS
CONDITIONS DON'T NORMALLY STACK WITH THEMSELVES
A recipient either:
HAS THE CONDITION
or:
DOESN'T HAVE IT
Example:
Two effects both give you:
BLINDED
You aren't:
“DOUBLE BLINDED”
THE EXCEPTION
EXHAUSTION
is explicitly an exception to the normal no-stacking rule.
Its mechanics will be covered in:
LESSON 87
PART THIRTY-FIVE — CONE [AREA OF EFFECT]
A:
CONE
extends in straight lines from its:
POINT OF ORIGIN
in a direction chosen by its creator.
WIDTH
At any point along the Cone:
WIDTH = DISTANCE FROM THE POINT OF ORIGIN
EXAMPLE
At:
5 FEET
from the origin:
5 FEET WIDE
At:
10 FEET
from the origin:
10 FEET WIDE
At:
15 FEET
from the origin:
15 FEET WIDE
MAXIMUM LENGTH
The spell or effect creating the Cone tells you:
HOW LONG IT IS
DOES THE ORIGIN COUNT?
Normally:
NO
But the creator may decide:
TO INCLUDE IT
EXAMPLE
A:
15-FOOT CONE
originates from your position.
The Cone expands outward.
You can choose whether its actual:
POINT OF ORIGIN
is included.
PART THIRTY-SIX — COVER
Cover protects a target behind an obstruction.
The SRD defines:
THREE DEGREES
HALF COVER
Bonus:
+2 AC
and:
+2 DEXTERITY SAVING THROWS
THREE-QUARTERS COVER
Bonus:
+5 AC
and:
+5 DEXTERITY SAVING THROWS
TOTAL COVER
A target behind Total Cover:
CAN'T BE TARGETED DIRECTLY
SUMMARY TABLE
| Cover | AC | Dexterity Saves | Direct Targeting |
|---|---|---|---|
| Half | +2 | +2 | Yes |
| Three-Quarters | +5 | +5 | Yes |
| Total | — | — | No |
MULTIPLE SOURCES OF COVER
If several obstacles give different degrees of Cover:
USE ONLY THE MOST PROTECTIVE DEGREE
You don't add:
HALF COVER + HALF COVER
to make:
+4 AC
AREA-OF-EFFECT INTERACTION
Remember the earlier Area of Effect rule:
TOTAL COVER CAN BLOCK AN AREA FROM REACHING A LOCATION
So Total Cover is important both for:
DIRECT TARGETING
and:
AREA GEOMETRY
depending on the effect involved.
PART THIRTY-SEVEN — CRAWLING
While crawling:
EACH FOOT COSTS 1 EXTRA FOOT OF MOVEMENT
Therefore:
1 FOOT CRAWLED = 2 FEET OF MOVEMENT
DIFFICULT TERRAIN
If crawling through Difficult Terrain:
EACH FOOT COSTS 2 EXTRA FEET
Therefore:
1 FOOT = 3 FEET OF MOVEMENT
EXAMPLE
Movement available:
30 FEET
Normal crawl:
15 FEET
Crawl in Difficult Terrain:
10 FEET
Notice that this is mechanically parallel to the glossary's:
CLIMBING
movement cost.
PART THIRTY-EIGHT — CREATURE
The glossary's definition is deliberately simple:
ANY BEING IN THE GAME IS A CREATURE
including:
A PLAYER CHARACTER
WHY THIS WORD MATTERS
When a spell says:
“TARGET ONE CREATURE”
that is a rules category.
It is different from:
OBJECT
Likewise, a feature saying:
“AN ALLY”
or:
“A HUMANOID”
is narrowing the broader category of:
CREATURE
PART THIRTY-NINE — CREATURE TYPE
Every creature has a rules tag identifying its:
CREATURE TYPE
The SRD 5.2.1 creature types are:
ABERRATION
BEAST
CELESTIAL
CONSTRUCT
DRAGON
ELEMENTAL
FEY
FIEND
GIANT
HUMANOID
MONSTROSITY
OOZE
PLANT
UNDEAD
MOST PLAYER CHARACTERS
Most player characters are:
HUMANOIDS
CREATURE TYPES DON'T AUTOMATICALLY HAVE UNIVERSAL RULES
This is extremely important.
The glossary explicitly notes that the types themselves:
DON'T HAVE RULES OF THEIR OWN
Instead, other rules refer to them.
EXAMPLE
A spell may say:
“TARGET ONE HUMANOID”
Then a Dragon is invalid because:
DRAGON ≠ HUMANOID
Another spell might affect:
ANY CREATURE
and therefore have a much broader eligible target set.
DO NOT INFER EXTRA TRAITS FROM TYPE ALONE
A creature being:
UNDEAD
doesn't mean you should invent a list of universal Undead properties.
Use:
ITS STAT BLOCK
and any rule that explicitly references:
UNDEAD
PART FORTY — CRITICAL HIT
If the d20 of an Attack Roll is a:
NATURAL 20
you score:
A CRITICAL HIT
AUTOMATIC HIT
The attack hits regardless of:
MODIFIERS
or:
TARGET AC
EXTRA DAMAGE DICE
For the attack's damage:
ROLL ALL OF THE ATTACK'S DAMAGE DICE TWICE
Add those dice together.
Then add:
RELEVANT MODIFIERS
BASIC EXAMPLE
Normal weapon damage:
1D8 + 4
Critical Hit:
2D8 + 4
The modifier isn't doubled merely because:
THE DAMAGE DICE ARE DOUBLED
ANOTHER EXAMPLE
Suppose an attack includes:
2D6
of damage dice before modifiers.
Critical Hit:
4D6
before adding the relevant modifiers.
NATURAL 20 MATTERS
A total of 20 created by:
D20 15 +5 MODIFIER
is not a Critical Hit.
The rule requires:
20 ON THE D20 ITSELF
PART FORTY-ONE — CUBE [AREA OF EFFECT]
A Cube extends in straight lines from a:
POINT OF ORIGIN
located anywhere on:
ONE FACE OF THE CUBE
SIZE
The spell or effect tells you:
THE LENGTH OF EACH SIDE
Example:
15-FOOT CUBE
means:
15 feet long
15 feet wide
15 feet high.
POINT OF ORIGIN
The creator chooses the point somewhere on:
ONE FACE
IS THE ORIGIN INCLUDED?
Normally:
NO
unless:
THE CREATOR DECIDES TO INCLUDE IT
CONE VS CUBE
Cone
Origin lies at the tip and expands outward.
Cube
Origin is positioned somewhere:
ON ONE FACE
This distinction matters when placing Areas of Effect precisely on a battle map.
PART FORTY-TWO — CURSES
Some game effects can:
CURSE
a creature or object.
The particular effect causing the curse determines:
WHAT THAT CURSE DOES
ENDING CURSES
The glossary points to:
REMOVE CURSE
GREATER RESTORATION
and:
OTHER MAGIC THAT EXPLICITLY ENDS CURSES
SPECIFIC RULES STILL MATTER
A curse may have its own specific rules.
For example, as we learned with cursed magic items:
REMOVING A CURSE'S EFFECT ON A CREATURE
doesn't necessarily mean:
THE ITEM ITSELF CEASES TO BE CURSED
Always follow the specific curse or magic-item description.
PART FORTY-THREE — CYLINDER [AREA OF EFFECT]
A Cylinder has its point of origin at:
THE CENTER OF ITS CIRCULAR TOP
or:
THE CENTER OF ITS CIRCULAR BOTTOM
The effect tells you:
BASE RADIUS
and:
HEIGHT
EXAMPLE
A spell creates:
10-FOOT-RADIUS
40-FOOT-HIGH CYLINDER
That means:
-
circular base radius = 10 feet
-
total height = 40 feet
THE POINT OF ORIGIN IS INCLUDED
Unlike Cone and Cube:
CYLINDER ORIGIN IS INCLUDED
This is an explicit distinction.
AREA-OF-EFFECT ORIGIN COMPARISON
| Shape | Where Is Origin? | Included by Default? |
|---|---|---|
| Cone | Tip | No |
| Cube | Anywhere on one face | No |
| Cylinder | Center of top or bottom circle | Yes |
Emanation, Line, and Sphere are alphabetically later and will receive their formal glossary treatment in the next lessons.
PART FORTY-FOUR — THE MOST IMPORTANT A–C INTERACTIONS
Several of these definitions become much more useful when combined.
ATTACK ROLL + ARMOR CLASS
An Attack Roll tries to equal or exceed:
AC
Natural 20:
CRITICAL HIT
and automatically hits.
BLINDED + ATTACK ROLL
Blinded attacker:
DISADVANTAGE
Attacks against Blinded creature:
ADVANTAGE
BLINDSIGHT + BLINDED
A creature can have:
BLINDED
but still use:
BLINDSIGHT
within its specified range because Blindsight explicitly doesn't rely on physical sight.
Specific rule:
OVERRIDES THE NORMAL LIMITATION
TOTAL COVER + AREA OF EFFECT
Total Cover can prevent a location from being included in an Area of Effect when it blocks all relevant straight lines from:
THE POINT OF ORIGIN
CHARMED + SPECIFIC SPELL
Charmed gives:
-
protection from harming the charmer
-
social Advantage to the charmer
A spell might then add:
MORE EFFECTS
The additional rules belong to:
THE SPELL
not the base condition.
CLIMBING + CLIMB SPEED
Normal climbing:
EXTRA MOVEMENT COST
Climb Speed:
IGNORES THAT NORMAL EXTRA COST
CONCENTRATION + INCAPACITATED
Incapacitated doesn't merely make the Concentration save harder.
It causes Concentration to:
END
CREATURE + CREATURE TYPE
“Creature” is broad.
“Humanoid,” “Dragon,” “Undead,” and the other types are:
SUBCATEGORIES USED BY OTHER RULES
PART FORTY-FIVE — A PRACTICAL COMBAT EXAMPLE
A Wizard and Fighter face an Invisible monster in a ruined fortress.
The Fighter has:
AC 18
The monster has:
BLINDSIGHT 30 FEET
The Wizard is concentrating on:
A SPELL
STEP 1 — THE FIGHTER USES COVER
The Fighter moves behind a waist-high stone barrier.
The GM determines it provides:
HALF COVER
Fighter AC becomes:
18 + 2 =
20
And the Fighter also gains:
+2 TO DEXTERITY SAVES
from that Cover.
STEP 2 — THE MONSTER ATTACKS
Monster Attack Roll:
d20 = 19
Attack modifier:
+7
Total:
26
26 ≥ 20.
HIT
STEP 3 — THE WIZARD IS HIT
Wizard takes:
22 DAMAGE
and is concentrating.
Half damage:
22 ÷ 2 =
11
Compare:
10
vs:
11
Concentration save DC:
11
Wizard rolls Constitution save.
STEP 4 — THE INVISIBLE CREATURE
Suppose another effect makes the monster Invisible.
Can it hide automatically from something with sufficient Blindsight?
NO
Within Blindsight range, the sense can see:
INVISIBLE
provided the target isn't behind:
TOTAL COVER
STEP 5 — CRITICAL HIT
The Fighter attacks.
Natural d20:
20
The attack:
AUTOMATICALLY HITS
Normal damage:
1D8 + 4
Critical:
2D8 + 4
PART FORTY-SIX — COMMON BEGINNER MISTAKES
MISTAKE 1 — THINKING EVERY D20 ROLL IS AN ABILITY CHECK
There are three D20 Tests:
ABILITY CHECK
SAVING THROW
ATTACK ROLL
MISTAKE 2 — CONFUSING ABILITY SCORE WITH ABILITY MODIFIER
Strength 18 doesn't mean:
+18
Its modifier is:
+4
MISTAKE 3 — THINKING YOU CAN TAKE TWO NORMAL ACTIONS
General rule:
ONE ACTION ON YOUR TURN
unless something explicitly gives another.
MISTAKE 4 — STACKING ADVANTAGE
Three sources of Advantage still mean:
TWO D20s
not four.
MISTAKE 5 — THINKING A CAMPAIGN AND AN ADVENTURE ARE THE SAME TERM
Glossary structure:
ENCOUNTERS → ADVENTURE → CAMPAIGN
MISTAKE 6 — TREATING ALIGNMENT AS FORCED BEHAVIOR
It broadly describes:
ETHICAL ATTITUDES AND IDEALS
MISTAKE 7 — THINKING ONLY PLAYER CHARACTERS CAN BE ALLIES
The rules or GM can designate another creature as:
YOUR ALLY
MISTAKE 8 — IGNORING TOTAL COVER IN AN AREA OF EFFECT
Total Cover can exclude locations when it blocks all relevant straight lines from:
THE ORIGIN
MISTAKE 9 — ADDING TWO BASE AC FORMULAS TOGETHER
Choose:
ONE BASE CALCULATION
MISTAKE 10 — CASTING SPELLS IN ARMOR YOU AREN'T TRAINED TO USE
Untrained Light, Medium, or Heavy armor:
PREVENTS SPELLCASTING
MISTAKE 11 — GAINING THE SHIELD AC BONUS WITHOUT SHIELD TRAINING
You don't.
MISTAKE 12 — THINKING ATTACK ACTION MEANS ONLY WEAPON ATTACKS
It permits a weapon attack or:
UNARMED STRIKE
MISTAKE 13 — THINKING YOU CAN'T MOVE BETWEEN EXTRA ATTACKS
You can.
MISTAKE 14 — CONFUSING ATTACK ROLL WITH DAMAGE ROLL
First you determine:
WHETHER THE ATTACK HITS
Then, if appropriate:
ROLL DAMAGE
MISTAKE 15 — THINKING ATTUNEMENT HAS NO LIMIT
General maximum:
THREE MAGIC ITEMS
MISTAKE 16 — THINKING BLINDED MEANS AUTOMATIC ATTACK FAILURE
Your attacks have:
DISADVANTAGE
They aren't automatically misses.
MISTAKE 17 — THINKING BLINDSIGHT SEES THROUGH WALLS
Total Cover still blocks it.
MISTAKE 18 — GIVING BLOODIED AN AUTOMATIC PENALTY
Bloodied itself only means:
HALF HP OR FEWER
MISTAKE 19 — ASSUMING EVERY CHARACTER ALWAYS HAS SOMETHING THEY CAN DO AS A BONUS ACTION
You have a Bonus Action to take only when:
A RULE PROVIDES ONE
MISTAKE 20 — TAKING TWO BONUS ACTIONS
Maximum:
ONE PER TURN
MISTAKE 21 — GIVING EVERY OBJECT AC 10
Objects use rules and suggested values based on:
MATERIAL
MISTAKE 22 — MAKING OBJECTS ROLL POISON SAVES
Objects have:
NO ABILITY SCORES BY DEFAULT
and:
FAIL ALL SAVES
They also have Immunity to:
POISON AND PSYCHIC DAMAGE
MISTAKE 23 — FORGETTING BURNING DAMAGE OCCURS AT START OF TURN
1D4 FIRE
at:
START OF EACH TURN
MISTAKE 24 — EXTINGUISHING YOURSELF FOR FREE
The rolling method requires:
AN ACTION
and gives you:
PRONE
MISTAKE 25 — BURROWING THROUGH SOLID ROCK AUTOMATICALLY
Burrow Speed doesn't allow it unless:
A TRAIT SAYS SO
MISTAKE 26 — SPENDING A SPELL SLOT ON A CANTRIP
Cantrips:
DON'T USE SPELL SLOTS
MISTAKE 27 — IGNORING SIZE WHEN CALCULATING CARRYING CAPACITY
Both:
SIZE
and:
STRENGTH
matter.
MISTAKE 28 — DRAGGING ABOVE NORMAL CARRY CAPACITY AT FULL SPEED
Speed can be no more than:
5 FEET
MISTAKE 29 — TREATING CR AS A GUARANTEE
CR summarizes threat.
Actual difficulty depends on:
PARTY SIZE
CIRCUMSTANCES
and other factors.
MISTAKE 30 — THINKING CHARMED MEANS TOTAL MIND CONTROL
It doesn't.
The base condition has:
TWO SPECIFIC EFFECTS
MISTAKE 31 — THINKING THE CHARMER CAN'T BE REFUSED
The Charmed condition only gives the charmer:
ADVANTAGE ON SOCIAL ABILITY CHECKS
It doesn't guarantee success.
MISTAKE 32 — REQUIRING AN ATHLETICS CHECK FOR EVERY CLIMB
A check for slippery surfaces or few handholds is:
AT THE GM'S OPTION
MISTAKE 33 — CALCULATING DIFFICULT-TERRAIN CLIMBING AS 4 FEET PER FOOT
The glossary says:
2 EXTRA FEET
So each foot costs:
3 FEET TOTAL
MISTAKE 34 — PAYING THE NORMAL EXTRA CLIMB COST WHILE USING A CLIMB SPEED
A Climb Speed avoids:
THAT NORMAL EXTRA COST
MISTAKE 35 — CONCENTRATING ON TWO EFFECTS
Starting another Concentration effect:
ENDS THE FIRST
MISTAKE 36 — ALWAYS USING DC 10 FOR CONCENTRATION
DC is:
10 OR HALF DAMAGE
whichever is higher.
MISTAKE 37 — MAKING A DC 50 CONCENTRATION SAVE AFTER 100 DAMAGE
Maximum Concentration DC:
30
MISTAKE 38 — KEEPING CONCENTRATION WHILE INCAPACITATED
It:
ENDS
MISTAKE 39 — STACKING BLINDED WITH BLINDED
A condition normally:
DOESN'T STACK WITH ITSELF
MISTAKE 40 — FORGETTING EXHAUSTION IS THE EXCEPTION
Exhaustion:
CAN ACCUMULATE
according to its own rules.
MISTAKE 41 — MAKING A CONE EQUALLY WIDE EVERYWHERE
Its width increases with:
DISTANCE FROM THE ORIGIN
MISTAKE 42 — AUTOMATICALLY INCLUDING THE CONE'S ORIGIN
The creator decides whether to include it.
MISTAKE 43 — STACKING HALF COVER AND THREE-QUARTERS COVER
Use:
ONLY THE MOST PROTECTIVE
MISTAKE 44 — THINKING HALF COVER HELPS EVERY SAVING THROW
It gives:
+2 TO DEXTERITY SAVES
not every save.
MISTAKE 45 — THINKING TOTAL COVER IS JUST +10 AC
It isn't.
Total Cover means the target:
CAN'T BE TARGETED DIRECTLY
MISTAKE 46 — CRAWLING 30 FEET WITH 30 FEET OF MOVEMENT
Normal crawling costs double.
You can normally crawl:
15 FEET
with 30 feet of movement.
MISTAKE 47 — THINKING EVERY CREATURE IS A HUMANOID
Humanoid is just:
ONE OF FOURTEEN CREATURE TYPES
MISTAKE 48 — INVENTING UNIVERSAL RULES FOR A CREATURE TYPE
Creature types don't inherently have extra rules merely from the type label.
MISTAKE 49 — GETTING A CRITICAL HIT WITH A MODIFIED TOTAL OF 20
Critical Hit requires:
NATURAL 20 ON THE D20
MISTAKE 50 — DOUBLING THE DAMAGE MODIFIER ON A CRITICAL HIT
The rule doubles:
THE ATTACK'S DAMAGE DICE
then adds:
RELEVANT MODIFIERS
MISTAKE 51 — PUTTING A CUBE'S ORIGIN IN ITS CENTER
The Cube's origin is:
SOMEWHERE ON ONE OF ITS FACES
MISTAKE 52 — THINKING EVERY CURSE WORKS THE SAME WAY
The effect that creates the curse defines:
WHAT THE CURSE DOES
MISTAKE 53 — EXCLUDING THE CYLINDER'S ORIGIN
Cylinder origin:
IS INCLUDED
QUICK RECAP
A
Ability Check
A:
D20 TEST
used to overcome a challenge.
Ability Score and Modifier
Six Abilities, each with its own:
MODIFIER
Action
Normally:
ONE PER TURN
Advantage
TWO D20s → USE HIGHER
Adventure
SERIES OF ENCOUNTERS
Alignment
Broad ethical attitudes and ideals.
Ally
Creature on your side or otherwise designated as your ally.
Area of Effect
Effect covering an area from a:
POINT OF ORIGIN
Armor Class
Target number for:
ATTACK ROLLS
Armor Training
Avoids the penalties of using armor without training.
Attack
Action used to make a weapon attack or:
UNARMED STRIKE
Attack Roll
A type of:
D20 TEST
Attitude
FRIENDLY / HOSTILE / INDIFFERENT
Attunement
Magical bond with certain items; normal maximum:
THREE
B
Blinded
Can't see; fail sight checks; your attacks Disadvantage; attacks against you Advantage.
Blindsight
Perceive within a range without normal physical sight.
Bloodied
HALF HP OR FEWER
Bonus Action
Special action granted by a rule; maximum:
ONE PER TURN
Breaking Objects
Objects can have:
AC + HP + DAMAGE RULES
Bright Light
NORMAL ILLUMINATION
Burning
1D4 FIRE AT START OF EACH TURN
Burrow Speed
Movement through specified materials such as:
EARTH, SAND, MUD, ICE
C
Campaign
SERIES OF ADVENTURES
Cantrip
LEVEL 0 SPELL, NO SPELL SLOT
Carrying Capacity
Determined by:
SIZE + STRENGTH
Challenge Rating
Summary of monster threat.
Character Sheet
Record of character information.
Charmed
Can't harm charmer; charmer has social-check Advantage.
Climbing
Normally:
1 EXTRA FOOT PER FOOT
Climb Speed
Removes that normal extra climbing cost when used.
Concentration
One effect at a time; damage, Incapacitated, death, or another Concentration effect can end it.
Condition
Temporary game state with defined effects.
Cone
Expanding Area of Effect.
Cover
Half:
+2 AC / DEX SAVES
Three-Quarters:
+5
Total:
NO DIRECT TARGETING
Crawling
Normally costs:
1 EXTRA FOOT PER FOOT
Creature
Any being in the game.
Creature Type
One of:
FOURTEEN RULES TAGS
Critical Hit
NATURAL 20 ATTACK ROLL
Roll attack damage dice twice.
Cube
Area of Effect originating from:
ONE FACE
Curses
Specific magical burdens defined by their source.
Cylinder
Origin at center of top or bottom:
ORIGIN INCLUDED
PRIME HERO CHALLENGE
A Medium adventurer has:
Strength:
18
Dexterity:
14
Current HP:
38
Maximum HP:
76
They are concentrating on a spell.
They have:
AC 17
and are standing behind:
HALF COVER
Resolve the following.
CHALLENGE 1 — BLOODIED
Maximum HP:
76
Half:
38
Current:
38
Are they Bloodied?
YES
Bloodied means:
HALF HP OR FEWER
CHALLENGE 2 — COVER
Normal AC:
17
Half Cover:
+2
Effective AC against relevant attacks:
19
Dexterity saving throws also receive:
+2
CHALLENGE 3 — CARRYING CAPACITY
Medium creature.
Strength:
18
Carry:
18 × 15 =
270 POUNDS
Drag/Lift/Push:
18 × 30 =
540 POUNDS
CHALLENGE 4 — HEAVY DRAGGING
They drag:
400 POUNDS
This is:
-
below 540 maximum
-
above 270 normal carry capacity
Therefore Speed can be no more than:
5 FEET
while doing so.
CHALLENGE 5 — CONCENTRATION
They take:
36 DAMAGE
Half:
18
Compare:
10 vs 18.
Concentration DC:
18 CONSTITUTION SAVE
CHALLENGE 6 — MASSIVE DAMAGE
They instead take:
100 DAMAGE
Half:
50
Would the Concentration DC be 50?
NO
Maximum:
DC 30
CHALLENGE 7 — CRITICAL HIT
The adventurer makes an attack.
d20:
NATURAL 20
Normal damage:
1D10 + 4
Critical damage:
2D10 + 4
CHALLENGE 8 — BLINDED
The adventurer becomes Blinded.
Can they still attack?
YES
But the attack has:
DISADVANTAGE
Attack rolls against them have:
ADVANTAGE
CHALLENGE 9 — CHARMED
The adventurer is Charmed by a vampire.
Can they attack:
THE VAMPIRE?
NO
Does the Charmed condition by itself force them to attack:
THEIR OWN ALLIES?
NO
CHALLENGE 10 — CLIMBING
Movement:
30 FEET
Normal climbing.
Maximum vertical distance:
30 ÷ 2 =
15 FEET
If the surface is Difficult Terrain:
30 ÷ 3 =
10 FEET
CHALLENGE 11 — CYLINDER
A spell creates a:
20-FOOT-RADIUS, 40-FOOT-HIGH CYLINDER
Is its point of origin included?
YES
CHALLENGE 12 — CUBE
Another spell creates:
A 15-FOOT CUBE
Is its point of origin automatically included?
NO
The creator:
DECIDES WHETHER TO INCLUDE IT
LESSON 86 — KEY TAKEAWAYS
The Rules Glossary begins by establishing something fundamental:
WORDS HAVE PRECISE GAME MEANINGS
A player who understands those meanings can resolve many situations without memorizing every spell, class feature, or monster ability individually.
The most important A–C rules to remember are:
AN ABILITY CHECK IS ONE TYPE OF D20 TEST
YOU NORMALLY HAVE ONE ACTION ON YOUR TURN
ADVANTAGE MEANS TWO D20s, USE THE HIGHER
MULTIPLE ADVANTAGES DON'T STACK
AREA-OF-EFFECT GEOMETRY DEPENDS ON ITS POINT OF ORIGIN
TOTAL COVER CAN BLOCK DIRECT TARGETING AND PARTS OF AREAS
ONLY ONE BASE AC CALCULATION CAN APPLY
UNTRAINED ARMOR CAN PREVENT SPELLCASTING
THE ATTACK ACTION CAN INCLUDE WEAPON EQUIPPING OR UNEQUIPPING
BLINDED DOES NOT AUTOMATICALLY MAKE ATTACKS MISS
BLINDSIGHT CAN FUNCTION DESPITE BLINDED OR DARKNESS
BLOODIED MEANS HALF HP OR FEWER
A BONUS ACTION EXISTS ONLY WHEN A RULE PROVIDES ONE
OBJECTS HAVE THEIR OWN AC, HP, AND DAMAGE RULES
BURNING DEALS 1D4 FIRE AT THE START OF EACH TURN
BURROW SPEED DOES NOT AUTOMATICALLY PENETRATE SOLID ROCK
CARRYING CAPACITY DEPENDS ON BOTH SIZE AND STRENGTH
CHARMED IS NOT AUTOMATIC MIND CONTROL
CLIMBING AND CRAWLING NORMALLY COST EXTRA MOVEMENT
A CLIMB SPEED REMOVES THE NORMAL EXTRA CLIMBING COST
CONCENTRATION ENDS WHEN YOU START ANOTHER CONCENTRATION EFFECT
CONCENTRATION SAVES USE DC 10 OR HALF DAMAGE, MAXIMUM DC 30
INCAPACITATED OR DEAD ENDS CONCENTRATION
CONDITIONS NORMALLY DON'T STACK WITH THEMSELVES
CREATURE TYPES DON'T HAVE UNIVERSAL RULES OF THEIR OWN
A NATURAL 20 ATTACK ROLL IS A CRITICAL HIT
CRITICAL HITS DOUBLE THE ATTACK'S DAMAGE DICE, NOT ITS MODIFIERS
and:
CONE, CUBE, AND CYLINDER EACH USE DIFFERENT POINT-OF-ORIGIN RULES
These definitions will repeatedly return throughout the rest of the course.
NEXT LESSON
LESSON 87 — RULES GLOSSARY D–H
The next alphabetical block moves into a huge group of fundamental rules beginning with:
D
through:
H
including concepts such as:
D20 TEST
DAMAGE
DAMAGE THRESHOLD
DARKNESS
DARKVISION
DASH
DEAFENED
DEATH
DIFFICULT TERRAIN
DISADVANTAGE
DISENGAGE
DODGE
EXHAUSTION
FALLING
FLY SPEED
FLYING
FRIENDLY
FRIGHTENED
GRAPPLED
HAZARDS
HELP
HIDE
HIT DICE
HIT POINTS
HOSTILE
and every other SRD 5.2.1 glossary definition from:
D THROUGH H
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.