Secret Lesson 87

Rules Glossary D–H

Lesson 86 began our systematic journey through the Rules Glossary, covering the entries from:

A–C

Now we continue with:

D

E

F

G

and:

H

This section contains some of the most frequently used rules in the entire game:

D20 TESTS

DAMAGE

DARKNESS

DEATH SAVES

DIFFICULT TERRAIN

DODGE

EXHAUSTION

FALLING

FLYING

FRIGHTENED

GRAPPLING

HIDING

HEROIC INSPIRATION

and:

HIT POINTS

Several of these rules—particularly Exhaustion, Hide, Grappled, Heroic Inspiration, Dodge, and Death Saving Throws—contain important SRD 5.2.1 details that shouldn't be replaced with older fifth-edition wording.


PART ONE — COMPLETE D–H GLOSSARY INDEX

D

  1. D20 Test

  2. Damage

  3. Damage Roll

  4. Damage Threshold

  5. Damage Types

  6. Darkness

  7. Darkvision

  8. Dash [Action]

  9. Dead

  10. Deafened [Condition]

  11. Death Saving Throw

  12. Dehydration [Hazard]

  13. Difficult Terrain

  14. Difficulty Class

  15. Dim Light

  16. Disadvantage

  17. Disengage [Action]

  18. Dodge [Action]


E

  1. Emanation [Area of Effect]

  2. Encounter

  3. Enemy

  4. Exhaustion [Condition]

  5. Experience Points

  6. Expertise


F

  1. Falling [Hazard]

  2. Flying

  3. Fly Speed

  4. Friendly [Attitude]

  5. Frightened [Condition]


G

  1. Grappled [Condition]

  2. Grappling


H

  1. Hazard

  2. Healing

  3. Heavily Obscured

  4. Help [Action]

  5. Heroic Inspiration

  6. Hide [Action]

  7. High Jump

  8. Hit Point Dice

  9. Hit Points

  10. Hostile [Attitude]

  11. Hover


PART TWO — D20 TEST

A:

D20 TEST

is one of the game's three main types of d20 roll:

ABILITY CHECK

ATTACK ROLL

or:

SAVING THROW

 

This definition is extremely important.

If an effect says:

“YOU HAVE A −2 PENALTY TO D20 TESTS”

that doesn't mean only Ability Checks.

It applies to:

ALL THREE CATEGORIES

unless a more specific rule says otherwise.


EXAMPLE

A character suffers a rule imposing:

−4 TO D20 TESTS

They make:

Dexterity (Stealth)

−4

Longbow attack

−4

Wisdom Saving Throw

−4

because all three are:

D20 TESTS


WHO DECIDES WHETHER A D20 TEST IS NEEDED?

The:

GM

determines whether a D20 Test is warranted in a particular circumstance.

You shouldn't roll simply because:

A D20 EXISTS

The roll is made when the situation calls for one.


PART THREE — DAMAGE

Damage represents:

HARM

that causes a:

CREATURE

or:

OBJECT

to lose:

HIT POINTS

 


SIMPLE EXAMPLE

Current HP:

37

Take:

11 DAMAGE

New HP:

37 − 11 =

26 HP

Other rules—Resistance, Immunity, Temporary Hit Points, Damage Threshold, and so on—may change what happens before the final HP loss is applied.


PART FOUR — DAMAGE ROLL

A:

DAMAGE ROLL

is a die roll, including any applicable modifiers, that deals damage to a target.

Example:

Longsword damage:

1D8 + 3

Roll:

1d8 = 6

Modifier:

+3

Damage:

6 + 3 =

9 SLASHING DAMAGE


ATTACK ROLL ≠ DAMAGE ROLL

These are different rolls.

Attack Roll

Determines:

WHETHER YOU HIT

Damage Roll

Determines:

HOW MUCH DAMAGE IS DEALT

Some effects deal damage without:

ANY ATTACK ROLL

because they instead use Saving Throws or another mechanic.


PART FIVE — DAMAGE THRESHOLD

Some creatures or objects have a:

DAMAGE THRESHOLD

This represents the amount of damage required for an individual attack or effect to meaningfully damage them.


THE RULE

If one attack or effect deals damage:

BELOW THE THRESHOLD

the target takes:

NO DAMAGE

If it deals damage:

EQUAL TO OR GREATER THAN THE THRESHOLD

the target takes:

THE ENTIRE DAMAGE

The threshold isn't:

SUBTRACTED FROM THE DAMAGE


EXAMPLE

Damage Threshold:

10

Attack deals:

9

Result:

0 DAMAGE


Attack deals:

10

Result:

10 DAMAGE

because the threshold was met.


Attack deals:

17

Result:

17 DAMAGE

Not:

17 − 10 = 7.

The threshold determines whether the entire instance:

GETS THROUGH


MANY SMALL ATTACKS

Suppose a reinforced gate has:

DAMAGE THRESHOLD 15

Five attacks each deal:

10 DAMAGE

None reaches the threshold.

Total HP loss:

0

You don't add the five attacks together to produce:

50

because Damage Threshold evaluates:

EACH SINGLE ATTACK OR EFFECT


PART SIX — DAMAGE TYPES

The SRD 5.2.1 has thirteen damage types.

Damage Type Typical Example
Acid Corrosive liquids, digestive enzymes
Bludgeoning Blunt impacts, constriction, falling
Cold Freezing water, icy blasts
Fire Flames, intense heat
Force Pure magical energy
Lightning Electricity
Necrotic Life-draining energy
Piercing Fangs, puncturing objects
Poison Venom, toxic gas
Psychic Mind-rending energy
Radiant Holy energy, searing radiation
Slashing Claws, cutting objects
Thunder Concussive sound

DAMAGE TYPES HAVE NO UNIVERSAL RULES OF THEIR OWN

Being Fire damage doesn't automatically mean:

“IT IGNITES EVERYTHING”

Being Cold damage doesn't automatically mean:

“IT FREEZES THE TARGET”

Being Lightning damage doesn't automatically mean:

“IT STUNS CREATURES IN WATER”

Those effects occur only when:

A SPECIFIC RULE SAYS THEY DO

Damage types mainly allow other rules such as:

RESISTANCE

VULNERABILITY

and:

IMMUNITY

to interact with damage.


PART SEVEN — DARKNESS

An area of:

DARKNESS

is:

HEAVILY OBSCURED

 

That short definition connects immediately to another glossary rule:

HEAVILY OBSCURED

When trying to see something in a Heavily Obscured space:

YOU HAVE THE BLINDED CONDITION

for that attempt.


DARKNESS IS NOT AUTOMATICALLY MAGICAL

The glossary term describes:

THE LIGHTING CONDITION

A dark underground room can contain:

ORDINARY DARKNESS

A spell may create:

MAGICAL DARKNESS

Specific magical effects can then contain additional rules.


PART EIGHT — DARKVISION

Darkvision allows a creature to see within a specified range.

Within that range:

Dim Light

You see it as though it were:

BRIGHT LIGHT

Darkness

You see it as though it were:

DIM LIGHT


COLOR IN DARKNESS

When using Darkvision to see in Darkness:

COLORS APPEAR ONLY AS SHADES OF GRAY


IMPORTANT

Darkvision does not mean:

“DARKNESS BECOMES BRIGHT LIGHT”

Darkness becomes:

DIM LIGHT

to you.

And Dim Light is:

LIGHTLY OBSCURED

That distinction can matter for Perception and other sight-based rules.


EXAMPLE

Dwarf:

DARKVISION 120 FEET

A completely dark hallway extends 80 feet.

The Dwarf can see through it as:

DIM LIGHT

but sees color only as:

SHADES OF GRAY


PART NINE — DASH [ACTION]

The:

DASH ACTION

gives extra movement for the:

CURRENT TURN

The amount gained equals your:

SPEED AFTER MODIFIERS

 


EXAMPLE 1

Speed:

30 FEET

Normal available movement:

30

Dash adds:

+30

Total potential movement:

60 FEET


EXAMPLE 2 — REDUCED SPEED

Normal Speed:

30

An effect reduces it to:

15

Dash therefore gives:

+15

Total:

15 + 15 =

30 FEET

Not:

45

because Dash uses your Speed:

AFTER MODIFIERS


SPECIAL SPEEDS

If you have a special speed such as:

FLY SPEED

or:

SWIM SPEED

you can choose that speed when taking Dash.

You choose which speed to use:

EACH TIME YOU DASH


PART TEN — DEAD

A:

DEAD CREATURE

has:

NO HIT POINTS

and can't regain Hit Points unless it is first:

REVIVED

by magic such as:

RAISE DEAD

or:

REVIVIFY

 


HEALING IS NOT RESURRECTION

You can't normally cast ordinary healing on a corpse and say:

“IT GAINS 10 HP, SO IT'S ALIVE AGAIN”

A Dead creature first needs:

A RULE CAPABLE OF REVIVING IT

Then healing can function according to whatever rules apply.


PART ELEVEN — DEAFENED [CONDITION]

While you have:

DEAFENED

you:

CAN'T HEAR

and automatically fail:

ANY ABILITY CHECK THAT REQUIRES HEARING

 


WHAT DEAFENED DOESN'T SAY

The condition itself doesn't impose:

DISADVANTAGE ON ATTACKS

DISADVANTAGE ON EVERY CHECK

INABILITY TO SPEAK

or:

INABILITY TO SEE

Only the specific rule applies:

YOU CAN'T HEAR

and checks requiring hearing:

AUTOMATICALLY FAIL


PART TWELVE — DEATH SAVING THROW

A player character makes a:

DEATH SAVING THROW

when they start their turn at:

0 HIT POINTS

 

The glossary points back to the full Damage and Healing rules, so here is the complete mechanical sequence.


THE ROLL

Roll:

1D20

No Ability modifier is normally attached to this saving throw.

10 or higher

SUCCESS

9 or lower

FAILURE


THREE SUCCESSES

On your:

THIRD SUCCESS

you become:

STABLE


THREE FAILURES

On your:

THIRD FAILURE

you:

DIE


THEY DON'T HAVE TO BE CONSECUTIVE

You might roll:

Success
Failure
Success
Failure
Success

Result:

THREE SUCCESSES → STABLE


NATURAL 1

Roll:

1

You suffer:

TWO FAILURES


NATURAL 20

Roll:

20

You regain:

1 HIT POINT

That means you are no longer at 0 HP and therefore:

WAKE UP

because the Unconscious condition caused by being at 0 ends when you regain HP.


TAKING DAMAGE AT 0 HP

If you take damage while at:

0 HP

you suffer:

ONE DEATH SAVE FAILURE

If that damage comes from a:

CRITICAL HIT

you suffer:

TWO FAILURES

If the damage equals or exceeds your:

HIT POINT MAXIMUM

you:

DIE

 


RESETTING SUCCESSES AND FAILURES

Both counters return to:

ZERO

when you:

REGAIN ANY HP

or become:

STABLE


PART THIRTEEN — DEHYDRATION [HAZARD]

A creature requires a minimum amount of water each day according to:

SIZE

 

Size Water per Day
Tiny 1/4 gallon
Small 1 gallon
Medium 1 gallon
Large 4 gallons
Huge 16 gallons
Gargantuan 64 gallons

DRINKING TOO LITTLE

If a creature drinks:

LESS THAN HALF

its required daily water:

at the end of that day it gains:

1 EXHAUSTION LEVEL


EXAMPLE

Medium creature requires:

1 GALLON

It drinks:

0.4 GALLONS

That is less than half.

End of day:

+1 EXHAUSTION LEVEL


DEHYDRATION EXHAUSTION HAS A RESTRICTION

Exhaustion caused by dehydration:

CAN'T BE REMOVED

until the creature drinks the:

FULL DAILY AMOUNT OF WATER REQUIRED

That requirement doesn't itself say all Exhaustion disappears automatically.

Rather, until the creature satisfies its water requirement:

THE DEHYDRATION EXHAUSTION CAN'T BE REMOVED


PART FOURTEEN — DIFFICULT TERRAIN

In:

DIFFICULT TERRAIN

every foot moved costs:

1 EXTRA FOOT

 

So:

1 FOOT TRAVELED = 2 FEET OF MOVEMENT


EXAMPLE

Speed:

30 FEET

If every space crossed is Difficult Terrain:

30 ÷ 2 =

15 FEET OF ACTUAL TRAVEL


DIFFICULT TERRAIN DOESN'T STACK WITH ITSELF

A space is either:

DIFFICULT TERRAIN

or:

NOT DIFFICULT TERRAIN

Two different sources don't normally make movement cost:

3 FEET PER FOOT

merely because both label the space Difficult Terrain.


EXAMPLES OF DIFFICULT TERRAIN

The SRD lists spaces containing things such as:

  • a creature that isn't Tiny or your ally

  • furniture sized for you or larger

  • heavy snow

  • ice

  • rubble

  • undergrowth

  • liquid between shin- and waist-deep

  • an opening sized for a creature one size smaller than you

  • a slope of 20 degrees or more

 


SPECIFIC MOVEMENT RULES CAN BE WORSE

Difficult Terrain is:

+1 EXTRA FOOT

But some spells say something stronger.

For example, Plant Growth can require:

4 FEET OF MOVEMENT PER 1 FOOT TRAVELED

That is a:

SPECIFIC RULE

not ordinary Difficult Terrain.


PART FIFTEEN — DIFFICULTY CLASS

A:

DIFFICULTY CLASS — DC

is the target number for:

AN ABILITY CHECK

or:

A SAVING THROW

 


EXAMPLE

DC:

15

Your total:

14

Failure.

Your total:

15

Success.

The target number is met when your result:

EQUALS OR EXCEEDS IT


ATTACK ROLLS USE AC

Ability Checks and Saving Throws commonly use:

DC

Attack Rolls normally compare against:

ARMOR CLASS — AC


PART SIXTEEN — DIM LIGHT

An area of:

DIM LIGHT

is:

LIGHTLY OBSCURED

 

That means Dim Light isn't:

COMPLETE DARKNESS

but it still interferes with vision according to the Lightly Obscured rule, which we'll formally revisit later in the glossary.


DARKVISION INTERACTION

Remember:

Darkness + Darkvision becomes:

DIM LIGHT

So even a creature with Darkvision doesn't necessarily perceive a dark area as though standing in:

FULL BRIGHT LIGHT


PART SEVENTEEN — DISADVANTAGE

If a D20 Test has:

DISADVANTAGE

roll:

TWO D20s

and use:

THE LOWER

 


EXAMPLE

Roll:

17

and:

6

Use:

6

Then add the normal modifiers.


DISADVANTAGE DOESN'T STACK

Three sources of Disadvantage:

STILL TWO D20s


ADVANTAGE + DISADVANTAGE

If both affect the same roll:

THEY CANCEL

Roll:

ONE D20

It doesn't matter if you have:

THREE ADVANTAGES

and:

ONE DISADVANTAGE

You still have:

NEITHER


PART EIGHTEEN — DISENGAGE [ACTION]

Take the:

DISENGAGE ACTION

and your movement doesn't provoke:

OPPORTUNITY ATTACKS

for:

THE REST OF THE CURRENT TURN

 


IMPORTANT

Disengage doesn't:

MOVE YOU

It changes what happens when:

YOU MOVE

You still need movement available.


EXAMPLE

Speed:

30

Action:

DISENGAGE

Then move 30 feet away from enemies.

Your movement doesn't provoke:

OPPORTUNITY ATTACKS

that turn.


PART NINETEEN — DODGE [ACTION]

Take the:

DODGE ACTION

and until the start of your next turn you gain two benefits.


BENEFIT 1 — ATTACKS AGAINST YOU

Attack rolls against you have:

DISADVANTAGE

provided:

YOU CAN SEE THE ATTACKER


BENEFIT 2 — DEXTERITY SAVES

You have:

ADVANTAGE

on Dexterity Saving Throws.


YOU LOSE THE BENEFITS IF

you gain:

INCAPACITATED

or if your:

SPEED BECOMES 0


IMPORTANT — YOU MUST SEE THE ATTACKER

An Invisible enemy you can't see attacks you.

Does Dodge automatically impose Disadvantage on its attack because you're Dodging?

NO

The attack-roll benefit requires:

YOU CAN SEE THE ATTACKER


BUT THE DEXTERITY-SAVE BENEFIT IS DIFFERENT

The Dexterity-save Advantage doesn't contain that same sight requirement.


PART TWENTY — EMANATION [AREA OF EFFECT]

An:

EMANATION

extends from:

A CREATURE

or:

AN OBJECT

in all directions.

The effect specifies:

HOW FAR IT EXTENDS

 


IT NORMALLY MOVES WITH THE ORIGIN

If the origin creature moves:

THE EMANATION MOVES TOO

unless the effect is:

INSTANTANEOUS

or:

STATIONARY


EXAMPLE

Spirit Guardians creates an Emanation from:

THE CASTER

If the caster walks:

THE EMANATION MOVES WITH THEM


IS THE ORIGIN INSIDE?

Normally:

NO

The originating creature or object isn't included unless:

THE CREATOR DECIDES OTHERWISE


COMPARE AREA SHAPES

Shape Origin Included?
Cone Creator decides
Cube Creator decides
Cylinder Yes
Emanation Creator decides

PART TWENTY-ONE — ENCOUNTER

An:

ENCOUNTER

is a scene in an adventure belonging to at least one of the game's three pillars:

SOCIAL INTERACTION

EXPLORATION

or:

COMBAT

 


IMPORTANT

Encounter doesn't mean:

“COMBAT”

A negotiation with a queen can be an:

ENCOUNTER

Crossing a trapped ruin can be an:

ENCOUNTER

A battle with a dragon can be an:

ENCOUNTER


STRUCTURE

ENCOUNTERS

form:

ADVENTURES

which can form:

CAMPAIGNS


PART TWENTY-TWO — ENEMY

A creature is your:

ENEMY

if it:

  • fights against you in combat,

  • actively works to harm you,

  • or is designated your enemy by the rules or GM.

 


WHY THIS MATTERS

Many features refer specifically to:

AN ENEMY

That isn't necessarily synonymous with:

“EVERY CREATURE YOU DON'T LIKE”

It is a game relationship defined by:

ACTIVE OPPOSITION

or explicit designation.


PART TWENTY-THREE — EXHAUSTION [CONDITION]

Exhaustion is fundamentally different from most conditions because:

IT IS CUMULATIVE

Every time you receive Exhaustion:

+1 EXHAUSTION LEVEL

 


MAXIMUM

At:

EXHAUSTION LEVEL 6

you:

DIE


D20 TEST PENALTY

Every D20 Test is reduced by:

2 × EXHAUSTION LEVEL


SPEED PENALTY

Your Speed is reduced by:

5 FEET × EXHAUSTION LEVEL


COMPLETE EXHAUSTION TABLE

Level D20 Tests Speed
0 No penalty No penalty
1 −2 −5 ft.
2 −4 −10 ft.
3 −6 −15 ft.
4 −8 −20 ft.
5 −10 −25 ft.
6 Death

EXAMPLE

Normal Speed:

30 FEET

Exhaustion:

LEVEL 3

Speed penalty:

3 × 5 =

−15 FEET

Current Speed:

30 − 15 =

15 FEET

D20 Test penalty:

3 × 2 =

−6


THIS AFFECTS ALL D20 TESTS

At Exhaustion 3:

Attack Roll

−6

Saving Throw

−6

Ability Check

−6

This is because:

ALL THREE ARE D20 TESTS


REMOVING EXHAUSTION

Finishing a:

LONG REST

removes:

1 EXHAUSTION LEVEL

When the level reaches:

0

the Exhaustion condition:

ENDS


IMPORTANT SRD 5.2.1 DIFFERENCE

Do not import an older six-row table with completely different penalties.

SRD 5.2.1 uses the streamlined formula:

−2 PER LEVEL TO D20 TESTS

and:

−5 FEET PER LEVEL TO SPEED


PART TWENTY-FOUR — EXPERIENCE POINTS

Characters earn:

EXPERIENCE POINTS — XP

as they:

OVERCOME CHALLENGES

and:

COMPLETE ADVENTURES

XP is awarded by:

THE GAME MASTER

 


LEVEL ADVANCEMENT

When the character's total XP crosses specified thresholds:

CHARACTER LEVEL INCREASES

We covered the exact advancement table in:

LESSON 35

The glossary establishes what XP represents:

PROGRESS TOWARD ADVANCEMENT


PART TWENTY-FIVE — EXPERTISE

Expertise enhances an existing:

SKILL PROFICIENCY

When making an Ability Check with a Skill in which you have Expertise:

DOUBLE YOUR PROFICIENCY BONUS

unless another feature already doubles it.


EXAMPLE

Level 5 character.

PB:

+3

Dexterity modifier:

+4

Stealth proficiency + Expertise.

Check modifier:

4 + (3 × 2) =

+10


EXPERTISE DOESN'T STACK WITH ITSELF

You can't gain Expertise:

MORE THAN ONCE

in the same Skill proficiency.


DOUBLE ONLY ONCE

If another feature already doubles the Proficiency Bonus for the same check:

DON'T DOUBLE IT AGAIN

Expertise doesn't mean:

QUADRUPLE PROFICIENCY


PART TWENTY-SIX — FALLING [HAZARD]

A falling creature takes:

1D6 BLUDGEONING DAMAGE

for every:

10 FEET FALLEN

at the:

END OF THE FALL

Maximum:

20D6

 


FALL-DAMAGE TABLE

Fall Damage
10 ft. 1d6
20 ft. 2d6
50 ft. 5d6
100 ft. 10d6
200 ft. 20d6
500 ft. 20d6

The maximum remains:

20D6


LANDING PRONE

When you land:

PRONE

unless:

YOU AVOID TAKING ANY DAMAGE FROM THE FALL


IMPORTANT

Reducing the fall damage isn't necessarily enough.

If you still take:

ANY FALL DAMAGE

you land:

PRONE

under this hazard rule.


FALLING INTO WATER OR LIQUID

You can use:

YOUR REACTION

to make either:

DC 15 STRENGTH (ATHLETICS)

or:

DC 15 DEXTERITY (ACROBATICS)

The check represents hitting the surface:

HEAD FIRST

or:

FEET FIRST

On success:

FALL DAMAGE IS HALVED

 


EXAMPLE

Fall:

60 FEET

Base:

6D6

Damage rolled:

24

Successful water-entry check:

24 ÷ 2 =

12 BLUDGEONING DAMAGE

Since you still took damage:

YOU STILL LAND PRONE

unless another rule changes that result.


PART TWENTY-SEVEN — FLYING

Various features can allow a creature to:

FLY

But flying contains an important falling rule.

While flying, you fall if:

YOU BECOME INCAPACITATED

or:

YOU BECOME PRONE

or:

YOUR FLY SPEED BECOMES 0


THE EXCEPTION — HOVER

You don't fall from those circumstances if:

YOU CAN HOVER


EXAMPLE

A creature flies 50 feet above the ground.

It has:

FLY 60 FT.

but:

NO HOVER

An effect gives it:

PRONE

Result:

IT FALLS


WITH HOVER

Same creature has:

FLY 60 FT., HOVER

It becomes Prone.

The Hover rule prevents:

THE AUTOMATIC FALL

from that circumstance.


PART TWENTY-EIGHT — FLY SPEED

A:

FLY SPEED

is a speed used for travel through:

THE AIR

 

While you have a Fly Speed, you can remain aloft until you:

LAND

FALL

or:

DIE

This definition works together with:

FLYING

and:

HOVER


PART TWENTY-NINE — FRIENDLY [ATTITUDE]

A:

FRIENDLY CREATURE

views you:

FAVORABLY

You have:

ADVANTAGE

on an Ability Check to:

INFLUENCE

a Friendly creature.


IMPORTANT

Friendly does not mean:

AUTOMATIC SUCCESS

You still make a check when a check is required.

The attitude provides:

ADVANTAGE


PART THIRTY — FRIGHTENED [CONDITION]

While Frightened, you experience two effects.


EFFECT 1 — CHECKS AND ATTACKS

You have:

DISADVANTAGE ON ABILITY CHECKS

and:

ATTACK ROLLS

while the:

SOURCE OF FEAR IS WITHIN LINE OF SIGHT


EFFECT 2 — CAN'T APPROACH

You can't:

WILLINGLY MOVE CLOSER

to the:

SOURCE OF FEAR


IMPORTANT DISTINCTION

The first effect has a:

LINE-OF-SIGHT REQUIREMENT

The second does:

NOT


EXAMPLE

A dragon frightens you.

You run around a stone corner.

The dragon is no longer:

IN YOUR LINE OF SIGHT

Therefore the condition's Disadvantage on checks and attacks from seeing the fear source no longer applies at that moment.

But can you voluntarily walk:

BACK TOWARD THE DRAGON?

NO

You still can't willingly move closer while Frightened.


FRIGHTENED DOESN'T AUTOMATICALLY FORCE FLEEING

The base condition doesn't say:

YOU MUST DASH AWAY

Some spells, such as Fear, add a specific rule forcing movement.

That extra behavior comes from:

THE SPELL

not from Frightened itself.


PART THIRTY-ONE — GRAPPLED [CONDITION]

A Grappled creature experiences three main effects in SRD 5.2.1.


EFFECT 1 — SPEED 0

Your Speed becomes:

0

and:

CAN'T INCREASE


EFFECT 2 — ATTACKS AFFECTED

You have:

DISADVANTAGE

on Attack Rolls against:

ANY TARGET OTHER THAN THE GRAPPLER


IMPORTANT SRD 5.2.1 DETAIL

This is a major rule to remember.

Being Grappled doesn't merely:

STOP MOVEMENT

It also makes attacking other creatures:

HARDER


ATTACKING THE GRAPPLER

Does Grappled impose Disadvantage when attacking:

THE GRAPPLER?

NO

Not from this condition.

The Disadvantage applies against:

OTHER TARGETS


EFFECT 3 — MOVABLE

The grappler can:

DRAG

or:

CARRY

you while moving.

Normally every foot costs the grappler:

1 EXTRA FOOT OF MOVEMENT

So moving 10 feet while dragging you costs:

20 FEET


SIZE EXCEPTION

That extra cost doesn't apply if you are:

TINY

or:

TWO OR MORE SIZES SMALLER THAN THE GRAPPLER


EXAMPLE

Large creature grapples:

SMALL CREATURE

Large → Medium → Small.

The target is:

TWO SIZES SMALLER

Therefore the Large grappler doesn't pay the usual:

EXTRA MOVEMENT COST


PART THIRTY-TWO — GRAPPLING

Characters typically initiate a grapple through an:

UNARMED STRIKE

Monsters may have special attacks that grapple automatically or through other mechanics.

However the grapple begins, the ongoing rules include the following.


SUCCESSFUL GRAPPLE

The target gains:

GRAPPLED


ONE GRAPPLE PER HAND

Normally you need:

A FREE HAND

to grapple.

A hand can maintain:

ONE GRAPPLE AT A TIME


MONSTER BODY PARTS

Some creatures grapple with:

TENTACLES

MAWS

or:

OTHER BODY PARTS

That body part can normally grapple only:

ONE CREATURE AT A TIME

and can't be used to target another creature unless:

THE GRAPPLE ENDS


ESCAPING

A Grappled creature can use:

ITS ACTION

and make either:

STRENGTH (ATHLETICS)

or:

DEXTERITY (ACROBATICS)

against:

THE GRAPPLE'S ESCAPE DC

Success:

GRAPPLE ENDS


OTHER WAYS A GRAPPLE ENDS

It also ends if:

THE GRAPPLER BECOMES INCAPACITATED

or if the distance between target and grappler becomes greater than:

THE GRAPPLE'S RANGE


VOLUNTARY RELEASE

The grappler can release the target:

AT ANY TIME

requiring:

NO ACTION


PART THIRTY-THREE — HAZARD

A:

HAZARD

is:

AN ENVIRONMENTAL DANGER

 

Glossary examples include:

BURNING

DEHYDRATION

FALLING

MALNUTRITION

and:

SUFFOCATION

Some are covered in this lesson.

Others appear later alphabetically.


HAZARD ≠ MONSTER

An environmental danger can challenge characters without being:

A CREATURE

Examples:

  • a deadly fall

  • lack of water

  • fire

  • suffocation

This distinction matters because many spells that target:

CREATURES

don't necessarily target:

ENVIRONMENTAL HAZARDS


PART THIRTY-FOUR — HEALING

Healing is:

HOW YOU REGAIN HIT POINTS

 

HP can be restored by sources such as:

  • spells

  • potions

  • Short Rests

  • Long Rests

  • class features

  • other rules


YOU CAN'T EXCEED YOUR MAXIMUM HP

Current HP:

17

Maximum:

20

You receive:

10 HEALING

You regain only:

3 HP

ending at:

20

The remaining 7:

IS LOST

 


HEALING ≠ TEMPORARY HIT POINTS

Temporary HP don't count as:

HEALING

and healing doesn't restore:

TEMPORARY HP

These are separate mechanics.


PART THIRTY-FIVE — HEAVILY OBSCURED

When trying to see something in a:

HEAVILY OBSCURED SPACE

you have:

BLINDED

for that visual attempt.


COMMON SOURCES

Examples can include:

DARKNESS

and effects such as:

DENSE FOG

when a rule identifies the area as Heavily Obscured.


WHAT BLINDED THEN MEANS

Recall Lesson 86.

Blinded means:

CAN'T SEE

AUTOMATICALLY FAIL SIGHT-BASED ABILITY CHECKS

YOUR ATTACK ROLLS HAVE DISADVANTAGE

ATTACKS AGAINST YOU HAVE ADVANTAGE

when those rules apply to the relevant visual situation.


PART THIRTY-SIX — HELP [ACTION]

The Help action has:

TWO DISTINCT USES

 


USE 1 — ASSIST AN ABILITY CHECK

Choose:

ONE OF YOUR OWN SKILL OR TOOL PROFICIENCIES

and:

ONE ALLY

who is close enough for you to assist:

PHYSICALLY

or:

VERBALLY

The ally gains:

ADVANTAGE

on the next Ability Check made using:

THAT CHOSEN SKILL OR TOOL


TIME LIMIT

The ally must use the benefit before:

THE START OF YOUR NEXT TURN

Otherwise:

IT EXPIRES


THE GM HAS FINAL SAY

The GM decides whether:

YOUR HELP IS ACTUALLY POSSIBLE


EXAMPLE

You have proficiency with:

THIEVES' TOOLS

Your ally is trying to manipulate a complicated lock.

You use Help and assist with the tool.

If the GM considers the assistance possible, your ally has:

ADVANTAGE

on their next applicable check before your next turn.


IMPORTANT SRD 5.2.1 DETAIL

For this Help option, you choose:

ONE OF YOUR SKILL OR TOOL PROFICIENCIES

So you don't simply shout:

“I HELP!”

for absolutely every imaginable check.

The rule ties the assistance to:

YOUR PROFICIENCY


USE 2 — ASSIST AN ATTACK ROLL

Choose an:

ENEMY WITHIN 5 FEET OF YOU

You momentarily distract it.

The next Attack Roll by:

ONE OF YOUR ALLIES

against that enemy gains:

ADVANTAGE


TIME LIMIT

The benefit expires at:

THE START OF YOUR NEXT TURN


ONLY THE NEXT ATTACK

It doesn't provide Advantage to:

EVERY ATTACK

against that enemy for the whole round.


PART THIRTY-SEVEN — HEROIC INSPIRATION

Heroic Inspiration is a powerful reroll resource for:

PLAYER CHARACTERS

 

You can expend it immediately after rolling:

ANY DIE

to:

REROLL THAT DIE

You must use:

THE NEW ROLL


ANY DIE MEANS ANY DIE

Heroic Inspiration isn't limited to:

D20 TESTS

It can reroll a die such as:

DAMAGE DIE

HEALING DIE

or another die, provided the rules of the situation permit that immediate reroll.


EXAMPLE

Damage:

1D12

Roll:

2

Spend Heroic Inspiration.

Reroll:

9

You must use:

9


WHAT IF THE REROLL IS WORSE?

Original:

17

Reroll:

4

You must use:

4

You can't change your mind and return to:

17


MAXIMUM ONE HEROIC INSPIRATION

You can't have more than:

ONE INSTANCE

at a time.


GAINING ANOTHER WHILE YOU ALREADY HAVE IT

If you gain Heroic Inspiration while already possessing it, the new one would be lost unless you give it to:

ANOTHER PLAYER CHARACTER

who currently lacks it.


HEROIC INSPIRATION + ADVANTAGE

Suppose you roll with Advantage:

5 AND 18

If you spend Heroic Inspiration to reroll a d20 in that Advantage roll:

YOU REROLL ONLY ONE OF THE TWO D20s

You choose:

WHICH ONE

 

You don't reroll:

THE ENTIRE ADVANTAGE PAIR


PART THIRTY-EIGHT — HIDE [ACTION]

The Hide action contains several specific requirements in SRD 5.2.1.


REQUIREMENT 1 — ENVIRONMENT

You must be either:

HEAVILY OBSCURED

or behind:

THREE-QUARTERS COVER

or:

TOTAL COVER


REQUIREMENT 2 — ENEMY LINE OF SIGHT

You must be:

OUT OF EVERY ENEMY'S LINE OF SIGHT

The rule adds a useful practical point:

If you can see a creature:

YOU CAN DISCERN WHETHER IT CAN SEE YOU


REQUIREMENT 3 — STEALTH CHECK

Make:

DC 15 DEXTERITY (STEALTH)

Success:

YOU BECOME HIDDEN


WHAT CONDITION DO YOU GAIN?

On success, you have:

INVISIBLE

while hidden.

This is a crucial SRD 5.2.1 rule.


RECORD THE STEALTH TOTAL

Suppose you roll:

d20: 14
Dexterity modifier: +4
Proficiency Bonus: +3

Total:

14 + 4 + 3 =

21

You still needed at least:

15

to Hide successfully.

Now record:

21

because that number becomes the DC for a creature attempting to find you with:

WISDOM (PERCEPTION)


TWO DIFFERENT DCs

This distinction is important.

Initial Hide Check

FIXED DC 15

Later check to find you

YOUR ACTUAL STEALTH TOTAL


WHEN DOES HIDING END?

You immediately stop being hidden if:

YOU MAKE A SOUND LOUDER THAN A WHISPER

AN ENEMY FINDS YOU

YOU MAKE AN ATTACK ROLL

or:

YOU CAST A SPELL WITH A VERBAL COMPONENT

 


ATTACKING FROM HIDDEN

You don't remain hidden indefinitely after:

MAKING THE ATTACK ROLL

That event itself ends the hidden state according to the Hide rule.


SPELLCASTING

A spell with:

VERBAL COMPONENT

also ends hiding immediately under this rule.

A spell with no Verbal component doesn't trigger:

THIS PARTICULAR ENDING CLAUSE

though other circumstances and rules can still affect whether you remain concealed.


PART THIRTY-NINE — HIGH JUMP

A High Jump depends upon:

STRENGTH MODIFIER

 


RUNNING HIGH JUMP

If you move at least:

10 FEET ON FOOT

immediately before jumping:

Jump height:

3 + STRENGTH MODIFIER

in feet.

Minimum:

0 FEET


EXAMPLE

Strength:

16

Modifier:

+3

High Jump:

3 + 3 =

6 FEET


STANDING HIGH JUMP

Without the 10-foot run-up:

HALF THAT DISTANCE

So the same character's standing High Jump:

6 ÷ 2 =

3 FEET


MOVEMENT COST

Every foot jumped costs:

1 FOOT OF MOVEMENT

A jump isn't free extra movement beyond your available movement.


REACHING UP

During a High Jump you can extend your arms:

HALF YOUR HEIGHT ABOVE YOURSELF

So maximum vertical reach becomes:

JUMP HEIGHT + 1½ × YOUR HEIGHT


EXAMPLE

Character height:

6 FEET

Jump height:

6 FEET

1½ × height:

6 × 1.5 =

9 FEET

Maximum reach:

6 + 9 =

15 FEET

So the character can potentially reach an object:

15 FEET ABOVE THE GROUND

during that jump.


PART FORTY — HIT POINT DICE

The SRD's full term is:

HIT POINT DICE

often shortened to:

HIT DICE

 

They help determine:

A PLAYER CHARACTER'S HIT POINT MAXIMUM

Most monsters also possess:

HIT DICE


SHORT REST USE

A creature can spend Hit Dice during:

A SHORT REST

to regain:

HIT POINTS

The exact Short Rest procedure will appear later in the glossary.


IMPORTANT

Hit Dice are not simply:

“DICE YOU ROLL WHEN HIT”

They are a resource connected to:

HP CALCULATION

and:

REST RECOVERY


PART FORTY-ONE — HIT POINTS

HIT POINTS — HP

measure how difficult it is to:

KILL

or:

DESTROY

a creature or object.


DAMAGE

reduces HP.

HEALING

restores HP.


MAXIMUM

You can't have more HP than your:

HIT POINT MAXIMUM


MINIMUM

You can't have fewer than:

0 HP


EXAMPLE

Current HP:

5

Damage:

17

Your HP doesn't become:

−12

It becomes:

0

Any remaining damage can still matter for rules such as:

MASSIVE DAMAGE

but your recorded HP is:

0


PART FORTY-TWO — HOSTILE [ATTITUDE]

A:

HOSTILE CREATURE

views you:

UNFAVORABLY

You have:

DISADVANTAGE

on an Ability Check made to:

INFLUENCE

that creature.


COMPARE ATTITUDES

Attitude Influence Check
Friendly Advantage
Indifferent Normal unless another rule applies
Hostile Disadvantage

Indifferent will receive its formal definition in:

LESSON 88


HOSTILE DOESN'T MEAN AUTOMATIC COMBAT

A creature can view you unfavorably without immediately:

ATTACKING

Its attitude modifies social interaction.


PART FORTY-THREE — HOVER

Some creatures can:

HOVER

either because their stat block says so or because another feature or spell grants it.

Hover protects a flying creature from falling in:

CERTAIN CIRCUMSTANCES

Specifically, combine it with the Flying rule.

Normally while flying you fall if:

INCAPACITATED

PRONE

or:

FLY SPEED 0

With Hover:

YOU CAN REMAIN ALOFT

in those circumstances.


HOVER ≠ FLY SPEED

Hover itself isn't:

A MOVEMENT SPEED

You still need a way to:

FLY

Hover modifies what happens when your flying ability would otherwise cause you to fall.


PART FORTY-FOUR — CRITICAL D–H RULE INTERACTIONS

Now combine the glossary entries.


DARKNESS + DARKVISION

Darkness is:

HEAVILY OBSCURED

But Darkvision allows you to perceive it as:

DIM LIGHT

within the sense's range.

So Darkvision changes how the lighting affects:

YOUR VISION


DODGE + INVISIBLE ATTACKER

Dodge says attacks against you have Disadvantage only if:

YOU CAN SEE THE ATTACKER

If you can't see them:

THAT PART OF DODGE DOESN'T APPLY

Other rules may still grant Advantage or Disadvantage.


EXHAUSTION + DEATH SAVE

A Death Saving Throw is:

A SAVING THROW

and therefore one of the game's:

D20 TESTS

Exhaustion says it reduces:

D20 TESTS

Therefore the Exhaustion penalty can apply to:

DEATH SAVING THROWS

unless a more specific rule overrides it.

Example:

Exhaustion 2:

−4

Death Save roll:

12

Modified total:

12 − 4 =

8

That is a:

FAILURE

The special natural-1 and natural-20 rules still depend on:

WHAT THE D20 ITSELF ROLLED


GRAPPLED + ATTACKING

Grappled character attacks:

THE GRAPPLER

No Disadvantage from Grappled itself.

Attacks:

SOMEONE ELSE

Disadvantage from:

GRAPPLED


FRIGHTENED + LINE OF SIGHT

Source visible:

DISADVANTAGE ON ATTACKS AND ABILITY CHECKS

Source hidden behind wall:

that first penalty isn't currently active from Frightened.

But:

YOU STILL CAN'T WILLINGLY MOVE CLOSER TO THE SOURCE


HELP + EXPERTISE

Suppose a Rogue has Expertise in Stealth.

Another character with relevant ability to assist uses Help.

Rogue receives:

ADVANTAGE

Expertise still doubles:

PROFICIENCY BONUS

These are different mechanics and can work together.


HIDE + HEROIC INSPIRATION

You roll your DC 15 Stealth check:

9

You spend Heroic Inspiration immediately.

New roll:

16

You must use:

16

Apply modifiers.

If total reaches:

15+

the Hide attempt succeeds.

Then record:

THE FINAL CHECK TOTAL

as the Perception DC to find you.


FALLING + FLYING

Flying creature becomes:

PRONE

without Hover.

It:

FALLS

Then the Falling hazard determines:

FALL DAMAGE

and the landing consequence.


PART FORTY-FIVE — COMPLETE EXHAUSTION EXAMPLE

A Fighter has:

SPEED 30

Attack modifier:

+8

Athletics modifier:

+7

Constitution save:

+6

They gain:

EXHAUSTION 3

Penalty to D20 Tests:

3 × 2 =

−6

Speed reduction:

3 × 5 =

−15 FEET


NEW SPEED

30 − 15 =

15 FEET


ATTACK

Normal:

+8

With Exhaustion:

8 − 6 =

+2


ATHLETICS

Normal:

+7

With Exhaustion:

7 − 6 =

+1


CONSTITUTION SAVE

Normal:

+6

With Exhaustion:

6 − 6 =

+0


AFTER A LONG REST

Exhaustion:

3 → 2

Penalty:

−4 TO D20 TESTS

Speed reduction:

−10 FEET

The condition doesn't vanish after a single Long Rest unless the character had only:

ONE LEVEL


PART FORTY-SIX — COMPLETE HIDING EXAMPLE

A Rogue is inside a ruined castle.

Enemy guards are in the hall.

The Rogue moves behind:

THREE-QUARTERS COVER

and is:

OUT OF EVERY ENEMY'S LINE OF SIGHT

The requirements are satisfied.


STEP 1 — TAKE HIDE

Action:

HIDE


STEP 2 — DC 15 STEALTH

Roll:

13

Dexterity:

+4

Proficiency:

+3

Total:

13 + 4 + 3 =

20

20 ≥ 15.

SUCCESS


STEP 3 — GAIN INVISIBLE WHILE HIDDEN

The Rogue gains:

INVISIBLE

while hidden.


STEP 4 — RECORD 20

Enemy attempts to find the Rogue.

Wisdom (Perception) DC:

20

Not:

15

The 15 was the initial:

HIDE DC


STEP 5 — ATTACK

The Rogue later makes an Attack Roll.

Immediately after the relevant Hide ending trigger:

NO LONGER HIDDEN

because making the Attack Roll ends hiding.


PART FORTY-SEVEN — COMPLETE GRAPPLE EXAMPLE

A Medium Fighter grapples a Medium cultist.

The cultist gains:

GRAPPLED


CULTIST SPEED

0

and can't increase.


CULTIST ATTACKS THE FIGHTER

Does Grappled give Disadvantage?

NO

because Fighter is:

THE GRAPPLER


CULTIST ATTACKS THE WIZARD

Now:

DISADVANTAGE

because Wizard is:

NOT THE GRAPPLER


FIGHTER DRAGS CULTIST

Fighter wants to move:

15 FEET

Every foot costs:

1 EXTRA FOOT

Movement required:

15 × 2 =

30 FEET


CULTIST ESCAPES

Action:

ESCAPE

Choose:

STRENGTH (ATHLETICS)

or:

DEXTERITY (ACROBATICS)

against:

GRAPPLE ESCAPE DC

Success:

GRAPPLED ENDS


PART FORTY-EIGHT — COMMON BEGINNER MISTAKES

MISTAKE 1 — THINKING “D20 TEST” MEANS ABILITY CHECK ONLY

It includes:

ABILITY CHECKS

ATTACK ROLLS

SAVING THROWS


MISTAKE 2 — SUBTRACTING DAMAGE THRESHOLD FROM DAMAGE

Damage Threshold is:

PASS / FAIL

for that damage instance.

It isn't damage reduction.


MISTAKE 3 — ADDING SEVERAL SMALL HITS TO BEAT A DAMAGE THRESHOLD

Each attack or effect is checked:

SEPARATELY


MISTAKE 4 — INVENTING EXTRA EFFECTS FROM DAMAGE TYPES

Damage type itself has:

NO UNIVERSAL EXTRA RULE


MISTAKE 5 — THINKING DARKVISION MAKES DARKNESS BRIGHT

Darkness becomes:

DIM LIGHT


MISTAKE 6 — SEEING FULL COLOR IN DARKNESS WITH DARKVISION

Colors there appear:

SHADES OF GRAY


MISTAKE 7 — DOUBLING THE CHARACTER'S ORIGINAL SPEED WITH DASH AFTER SPEED WAS REDUCED

Dash uses:

CURRENT SPEED AFTER MODIFIERS


MISTAKE 8 — HEALING A DEAD CREATURE WITH ORDINARY HEALING

Dead creatures must first be:

REVIVED


MISTAKE 9 — GIVING DEAFENED DISADVANTAGE ON EVERY CHECK

It automatically fails checks that:

REQUIRE HEARING


MISTAKE 10 — ADDING CONSTITUTION TO A NORMAL DEATH SAVE

The Death Save isn't tied to:

AN ABILITY SCORE


MISTAKE 11 — COUNTING A NATURAL 1 AS ONE DEATH FAILURE

It counts as:

TWO


MISTAKE 12 — THINKING A NATURAL 20 JUST COUNTS AS TWO SUCCESSES

It doesn't.

You regain:

1 HP


MISTAKE 13 — FORGETTING DAMAGE AT 0 HP CAUSES A DEATH-SAVE FAILURE

It does.

Critical Hit:

TWO FAILURES


MISTAKE 14 — REMOVING DEHYDRATION EXHAUSTION WITHOUT FIRST DRINKING ENOUGH

The full daily water amount must first be consumed.


MISTAKE 15 — STACKING TWO SOURCES OF DIFFICULT TERRAIN

Difficult Terrain itself:

ISN'T CUMULATIVE


MISTAKE 16 — THINKING DIM LIGHT IS NORMAL BRIGHT LIGHT

Dim Light is:

LIGHTLY OBSCURED


MISTAKE 17 — STACKING DISADVANTAGE

Multiple sources still mean:

TWO D20s


MISTAKE 18 — THINKING DISENGAGE MOVES YOU

It doesn't.

You still use:

MOVEMENT


MISTAKE 19 — GETTING DODGE'S ATTACK PROTECTION AGAINST AN ATTACKER YOU CAN'T SEE

The Dodge attack benefit requires:

SIGHT OF THE ATTACKER


MISTAKE 20 — KEEPING DODGE WHILE SPEED 0

Dodge's benefits are lost if:

SPEED IS 0


MISTAKE 21 — LEAVING A MOBILE EMANATION BEHIND WHEN ITS CASTER MOVES

It normally:

MOVES WITH ITS ORIGIN


MISTAKE 22 — THINKING EVERY ENCOUNTER IS A FIGHT

Encounters can involve:

SOCIAL INTERACTION

EXPLORATION

or:

COMBAT


MISTAKE 23 — USING OLD EXHAUSTION RULES

SRD 5.2.1:

−2 PER LEVEL TO D20 TESTS

−5 FT. SPEED PER LEVEL

DEATH AT LEVEL 6


MISTAKE 24 — THINKING EXHAUSTION AFFECTS ONLY ABILITY CHECKS

It affects:

ALL D20 TESTS


MISTAKE 25 — REMOVING ALL EXHAUSTION WITH ONE LONG REST

Normally:

ONE LEVEL


MISTAKE 26 — TRIPLING PROFICIENCY WITH EXPERTISE

Expertise:

DOUBLES PB

It doesn't repeatedly multiply it.


MISTAKE 27 — ROLLING MORE THAN 20D6 FOR A VERY LONG FALL

Maximum:

20D6


MISTAKE 28 — LANDING STANDING AFTER TAKING FALL DAMAGE

Normal result after taking any fall damage:

PRONE


MISTAKE 29 — THINKING SUCCESSFUL WATER ENTRY REMOVES ALL FALL DAMAGE

It:

HALVES

the damage.


MISTAKE 30 — THINKING EVERY FLYING CREATURE CAN HOVER

Hover must be:

SPECIFICALLY PROVIDED


MISTAKE 31 — THINKING A FRIGHTENED CHARACTER ALWAYS HAS DISADVANTAGE

The check/attack Disadvantage applies while the fear source is:

WITHIN LINE OF SIGHT


MISTAKE 32 — THINKING BREAKING LINE OF SIGHT LETS YOU APPROACH THE FEAR SOURCE

You still can't:

WILLINGLY MOVE CLOSER


MISTAKE 33 — THINKING FRIGHTENED AUTOMATICALLY FORCES DASH

The base condition doesn't.


MISTAKE 34 — THINKING GRAPPLED ONLY MAKES SPEED 0

SRD 5.2.1 also gives:

DISADVANTAGE ON ATTACKS AGAINST TARGETS OTHER THAN THE GRAPPLER


MISTAKE 35 — APPLYING THAT DISADVANTAGE TO ATTACKS AGAINST THE GRAPPLER

It doesn't apply there.


MISTAKE 36 — DRAGGING EVERY GRAPPLED CREATURE AT FULL SPEED

Normally movement costs:

ONE EXTRA FOOT PER FOOT

unless the size exception applies.


MISTAKE 37 — MAINTAINING MULTIPLE GRAPPLES WITH ONE NORMAL HAND

One grappling hand normally maintains:

ONE CREATURE


MISTAKE 38 — THINKING ONLY AN ESCAPE CHECK CAN END GRAPPLED

It also ends if:

GRAPPLER BECOMES INCAPACITATED

or:

TARGET LEAVES THE GRAPPLE'S RANGE


MISTAKE 39 — HELPING EVERY SKILL CHECK WITHOUT RELEVANT PROFICIENCY

For the Ability Check version of Help, select:

ONE OF YOUR SKILL OR TOOL PROFICIENCIES


MISTAKE 40 — GIVING ADVANTAGE TO ALL ATTACKS AFTER HELP

Attack Help benefits:

THE NEXT ALLY ATTACK

against that enemy before your next turn.


MISTAKE 41 — USING HEROIC INSPIRATION BEFORE ROLLING

You expend it:

IMMEDIATELY AFTER ROLLING


MISTAKE 42 — KEEPING THE OLD ROLL AFTER HEROIC INSPIRATION

You must use:

THE NEW ROLL


MISTAKE 43 — THINKING HEROIC INSPIRATION ONLY REROLLS D20s

It can reroll:

ANY DIE


MISTAKE 44 — HOARDING MULTIPLE HEROIC INSPIRATIONS

Maximum:

ONE


MISTAKE 45 — HIDING IN THE OPEN WITH A GOOD STEALTH BONUS

You first need the environmental and line-of-sight requirements.


MISTAKE 46 — THINKING THE HIDE CHECK IS OPPOSED BY PERCEPTION FROM THE START

Initial check is:

DC 15


MISTAKE 47 — USING DC 15 TO FIND THE HIDDEN CREATURE LATER

The later search DC is:

THE HIDER'S ACTUAL STEALTH TOTAL


MISTAKE 48 — WHISPERING AND AUTOMATICALLY ENDING HIDE

The rule says a sound:

LOUDER THAN A WHISPER


MISTAKE 49 — CASTING A VERBAL SPELL WHILE EXPECTING TO REMAIN HIDDEN

A Verbal-component spell:

ENDS HIDING


MISTAKE 50 — ADDING HIGH JUMP DISTANCE ON TOP OF YOUR MOVEMENT FOR FREE

Every foot jumped costs:

ONE FOOT OF MOVEMENT


MISTAKE 51 — USING FULL RUNNING HIGH JUMP WITHOUT A 10-FOOT RUN-UP

Standing High Jump:

HALF DISTANCE


MISTAKE 52 — CONFUSING HIT DICE WITH DAMAGE DICE

Hit Dice are primarily tied to:

HP

and:

REST RECOVERY


MISTAKE 53 — ALLOWING CURRENT HP TO BECOME NEGATIVE

HP minimum:

0


MISTAKE 54 — THINKING HOSTILE MEANS “MUST ATTACK IMMEDIATELY”

It is an:

ATTITUDE

and gives Disadvantage on Influence checks.


MISTAKE 55 — THINKING HOVER IS A MOVEMENT SPEED

Hover modifies:

FLYING

It isn't itself a Fly Speed.


QUICK RECAP

D

D20 Test

ABILITY CHECK + ATTACK ROLL + SAVING THROW

Damage

Loss of:

HIT POINTS

Damage Threshold

Below threshold:

0

Meet or exceed it:

FULL DAMAGE

Damage Types

13 TYPES

with no universal rules of their own.

Darkness

HEAVILY OBSCURED

Darkvision

Dim → Bright-equivalent
Darkness → Dim-equivalent
Darkness colors → gray.

Dash

Gain movement equal to:

CURRENT SPEED

Dead

No HP; can't heal until:

REVIVED

Deafened

Can't hear and automatically fail hearing-based checks.

Death Saving Throw

At 0 HP:

10+ SUCCESS

9− FAILURE

THREE SUCCESSES = STABLE

THREE FAILURES = DEATH

Dehydration

Too little water can cause:

EXHAUSTION

Difficult Terrain

1 EXTRA FOOT PER FOOT

Difficulty Class

Target number for:

CHECKS AND SAVES

Dim Light

LIGHTLY OBSCURED

Disadvantage

2D20 → LOWER

Disengage

Movement doesn't provoke:

OPPORTUNITY ATTACKS

Dodge

Attack Disadvantage if you can see attacker; Dexterity-save Advantage.


E

Emanation

Area surrounding a creature/object, normally moving with it.

Encounter

Scene involving one or more game pillars.

Enemy

Creature actively opposing or harming you.

Exhaustion

Per level:

−2 D20 TESTS

−5 FT. SPEED

At level 6:

DEATH

Experience Points

Progress awarded by:

GM

Expertise

DOUBLE PROFICIENCY BONUS

on the relevant Skill check.


F

Falling

1D6 / 10 FEET

maximum:

20D6

Flying

Fall if Incapacitated, Prone, or Fly Speed 0 unless:

HOVER

Fly Speed

Movement through:

AIR

Friendly

Advantage on Influence checks.

Frightened

Disadvantage on checks/attacks while source visible; can't willingly approach it.


G

Grappled

SPEED 0

Disadvantage attacking anyone other than:

GRAPPLER

Can be moved by grappler.

Grappling

Usually requires an available grappling body part; escape via Action check against escape DC.


H

Hazard

Environmental danger.

Healing

Restores:

HIT POINTS

Heavily Obscured

You are effectively Blinded when trying to see something there.

Help

Assist either:

AN ABILITY CHECK

or:

AN ATTACK ROLL

Heroic Inspiration

Reroll:

ANY DIE

after rolling it and use the new result.

Hide

DC:

15 DEXTERITY (STEALTH)

with required concealment/cover and no enemy line of sight.

Success:

INVISIBLE WHILE HIDDEN

High Jump

Running:

3 + STR MODIFIER FEET

Standing:

HALF

Hit Point Dice

Used for HP and Short Rest recovery.

Hit Points

Never above maximum or below:

0

Hostile

Disadvantage on Influence checks.

Hover

Helps a flying creature stay aloft when it would otherwise fall.


PRIME HERO CHALLENGE

A level 8 adventurer has:

Strength: 16
Strength modifier: +3
Dexterity modifier: +4
Speed: 30 feet
Current HP: 24
Maximum HP: 60
Exhaustion: 2 levels
Proficiency Bonus: +3
Stealth proficiency: Yes

Resolve the following.


CHALLENGE 1 — EXHAUSTION

Level:

2

D20 penalty:

2 × 2 =

−4

Speed penalty:

2 × 5 =

−10 FEET

Current Speed:

30 − 10 =

20 FEET


CHALLENGE 2 — DASH

Current Speed after Exhaustion:

20

Dash adds:

+20

Total available movement:

40 FEET


CHALLENGE 3 — DIFFICULT TERRAIN

If all 40 feet of movement are used in Difficult Terrain:

40 ÷ 2 =

20 FEET ACTUALLY TRAVELED


CHALLENGE 4 — HIGH JUMP

Strength modifier:

+3

Running High Jump:

3 + 3 =

6 FEET

But remember:

EXHAUSTION HAS REDUCED AVAILABLE SPEED

and every foot jumped still costs:

MOVEMENT


CHALLENGE 5 — HIDE

Base Stealth modifier:

Dexterity +4
Proficiency +3

+7

But Exhaustion 2 applies:

−4 TO THE D20 TEST

Effective modifier:

+3

Roll:

13

Total:

13 + 3 =

16

Initial DC:

15

Result:

SUCCESS

provided all Hide positioning requirements were also satisfied.

Recorded Perception DC:

16


CHALLENGE 6 — HEROIC INSPIRATION

Suppose the character instead rolled:

5

They immediately spend Heroic Inspiration.

New die:

17

Must they use the 17?

YES

Even if it had been worse:

THE NEW ROLL MUST BE USED


CHALLENGE 7 — GRAPPLED

The character becomes Grappled.

Speed:

0

Can Exhaustion reduction or another Speed bonus raise it?

NO

Grappled says Speed:

CAN'T INCREASE


CHALLENGE 8 — ATTACKING THE GRAPPLER

Does Grappled itself impose Disadvantage?

NO


CHALLENGE 9 — ATTACKING ANOTHER ENEMY

Does Grappled impose Disadvantage?

YES


CHALLENGE 10 — FRIGHTENED

The character is Frightened of a dragon.

The dragon is visible.

Their attacks have:

DISADVANTAGE

They move behind a wall so the dragon is no longer within line of sight.

Does Frightened still impose that attack Disadvantage?

NOT FROM THAT CLAUSE

Can they willingly move closer to the dragon?

NO


CHALLENGE 11 — FALL

They fall:

70 FEET

Damage:

7D6 BLUDGEONING

If they take any damage:

LAND PRONE


CHALLENGE 12 — DEATH SAVE WITH EXHAUSTION

The character later starts a turn at 0 HP.

Death Save d20:

12

Exhaustion 2:

−4

Total:

12 − 4 =

8

Result:

FAILURE

This illustrates why Exhaustion can become extremely dangerous when a character reaches:

0 HIT POINTS


LESSON 87 — KEY TAKEAWAYS

The D–H section contains many of the rules that determine what actually happens from moment to moment at the table.

Remember especially:

D20 TEST MEANS ABILITY CHECK, ATTACK ROLL, OR SAVING THROW

DAMAGE THRESHOLD DOESN'T SUBTRACT DAMAGE

DAMAGE TYPES DON'T CREATE EXTRA EFFECTS BY THEMSELVES

DARKVISION TURNS DARKNESS INTO DIM LIGHT, NOT BRIGHT LIGHT

DASH USES YOUR SPEED AFTER MODIFIERS

DEAD CREATURES CAN'T SIMPLY BE HEALED BACK TO LIFE

A NATURAL 1 ON A DEATH SAVE CREATES TWO FAILURES

A NATURAL 20 ON A DEATH SAVE RESTORES 1 HP

DIFFICULT TERRAIN DOESN'T STACK WITH ITSELF

DODGE REQUIRES YOU TO SEE AN ATTACKER FOR ITS ATTACK-ROLL PROTECTION

EMANATIONS NORMALLY MOVE WITH THEIR ORIGIN

EXHAUSTION IS CUMULATIVE

EACH EXHAUSTION LEVEL MEANS −2 TO D20 TESTS AND −5 FEET OF SPEED

EXHAUSTION LEVEL 6 MEANS DEATH

EXPERTISE DOUBLES PROFICIENCY BONUS ON THE RELEVANT SKILL CHECK

FALLING DEALS 1D6 PER 10 FEET TO A MAXIMUM OF 20D6

A FLYING CREATURE CAN FALL IF INCAPACITATED, PRONE, OR REDUCED TO FLY SPEED 0

HOVER CAN PREVENT THAT FALL

FRIGHTENED DOESN'T AUTOMATICALLY FORCE A CREATURE TO FLEE

GRAPPLED DOES MORE THAN SET SPEED TO 0

A GRAPPLED CREATURE HAS DISADVANTAGE ATTACKING TARGETS OTHER THAN THE GRAPPLER

THE HELP ACTION FOR CHECKS USES ONE OF THE HELPER'S SKILL OR TOOL PROFICIENCIES

HEROIC INSPIRATION CAN REROLL ANY DIE

YOU MUST KEEP THE NEW HEROIC INSPIRATION ROLL

HIDE STARTS WITH DC 15 DEXTERITY (STEALTH)

A SUCCESSFUL HIDER GAINS INVISIBLE WHILE HIDDEN

THE HIDE CHECK TOTAL BECOMES THE PERCEPTION DC TO FIND YOU

A RUNNING HIGH JUMP IS 3 + STRENGTH MODIFIER FEET

and:

HIT POINTS NEVER DROP BELOW 0

These are foundational rules.

They will interact constantly with the glossary entries still ahead.


NEXT LESSON

LESSON 88 — RULES GLOSSARY I–M

The next lesson continues with every SRD 5.2.1 glossary term from:

I

through:

M

including:

ILLUSIONS

IMMUNITY

IMPROVISED WEAPONS

INCAPACITATED

INDIFFERENT

INFLUENCE

INITIATIVE

INVISIBLE

JUMPING

LIGHTLY OBSCURED

LINE

LONG JUMP

LONG REST

MAGIC ACTION

MALNUTRITION

MELEE ATTACK

MOVEMENT

MULTIPLYING

and the rest of the official glossary entries in that alphabetical range.

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.