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
-
D20 Test
-
Damage
-
Damage Roll
-
Damage Threshold
-
Damage Types
-
Darkness
-
Darkvision
-
Dash [Action]
-
Dead
-
Deafened [Condition]
-
Death Saving Throw
-
Dehydration [Hazard]
-
Difficult Terrain
-
Difficulty Class
-
Dim Light
-
Disadvantage
-
Disengage [Action]
-
Dodge [Action]
E
-
Emanation [Area of Effect]
-
Encounter
-
Enemy
-
Exhaustion [Condition]
-
Experience Points
-
Expertise
F
-
Falling [Hazard]
-
Flying
-
Fly Speed
-
Friendly [Attitude]
-
Frightened [Condition]
G
-
Grappled [Condition]
-
Grappling
H
-
Hazard
-
Healing
-
Heavily Obscured
-
Help [Action]
-
Heroic Inspiration
-
Hide [Action]
-
High Jump
-
Hit Point Dice
-
Hit Points
-
Hostile [Attitude]
-
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.