Secret Lesson 88
Rules Glossary I–M
Lesson 87 carried the Rules Glossary through:
D–H
Now we continue with every glossary entry from:
I
through:
M
This block contains several rules that appear constantly during real play:
ILLUSIONS
IMMUNITY
IMPROVISED WEAPONS
INCAPACITATED
SOCIAL INFLUENCE
INITIATIVE
INVISIBLE
JUMPING
KNOCKING CREATURES OUT
OBSCUREMENT
LONG JUMPS
LONG RESTS
THE MAGIC ACTION
MAGICAL EFFECTS
MALNUTRITION
and:
MONSTERS
The exact I–M glossary sequence below follows the SRD 5.2.1.
PART ONE — COMPLETE I–M GLOSSARY INDEX
I
-
Illusions
-
Immunity
-
Improvised Weapons
-
Incapacitated [Condition]
-
Indifferent [Attitude]
-
Influence [Action]
-
Initiative
-
Invisible [Condition]
J
-
Jumping
K
-
Knocking Out a Creature
L
-
Lightly Obscured
-
Line [Area of Effect]
-
Long Jump
-
Long Rest
M
-
Magic [Action]
-
Magical Effect
-
Malnutrition [Hazard]
-
Monster
These are the actual glossary entries in this alphabetical range.
PART TWO — ILLUSIONS
Spells and other effects can create:
MAGICAL ILLUSIONS
The effect that creates an illusion determines:
WHAT THE ILLUSION DOES
and:
WHICH SENSES OR MENTAL FACULTIES IT DECEIVES
This is the first rule to remember about illusions:
THERE IS NO SINGLE UNIVERSAL “ILLUSION EFFECT”
Different illusions can fool different things.
An illusion might deceive:
SIGHT
HEARING
TOUCH
THE MIND
or some particular combination specified by the effect.
ILLUSIONS MANIFESTING IN SPACE
If an illusion physically manifests in a space, it is:
INSUBSTANTIAL
and:
WEIGHTLESS
Yet unless its creating effect says otherwise, it appears to respond naturally to:
THE ENVIRONMENT
EXAMPLE — VISUAL ILLUSION
Suppose an illusion creates the image of a warrior.
Even though the warrior is:
INSUBSTANTIAL
the illusion can appear to:
CAST A SHADOW
CREATE A REFLECTION
and:
HAVE ITS CLOTHING MOVED BY WIND
because the general illusion rule makes spatial illusions appear to interact naturally with their environment.
EXAMPLE — AUDIBLE ILLUSION
An illusory voice in an echoing cavern can:
ECHO
as though it were a real sound.
IMPORTANT — READ THE SPECIFIC ILLUSION
The general rule does not tell you that every illusion can automatically be revealed by:
TOUCHING IT
or:
MAKING AN INVESTIGATION CHECK
Many particular illusion spells contain such rules.
But those procedures come from:
THE SPECIFIC SPELL
not automatically from the word:
ILLUSION
PRACTICAL RULE
Whenever an illusion appears:
READ ITS DESCRIPTION FIRST
Then apply the general illusion rules where appropriate.
PART THREE — IMMUNITY
If you have:
IMMUNITY
to a damage type or a condition:
IT DOESN'T AFFECT YOU IN ANY WAY
DAMAGE IMMUNITY
Suppose a creature has:
FIRE IMMUNITY
A spell would deal:
28 FIRE DAMAGE
Result:
0 FIRE DAMAGE
CONDITION IMMUNITY
Suppose a creature has Immunity to:
FRIGHTENED
An effect attempts to give it:
FRIGHTENED
Result:
THE CONDITION DOESN'T AFFECT IT
IMMUNITY IS STRONGER THAN RESISTANCE
Remember the distinction.
Resistance
Normally reduces relevant damage.
Immunity
The relevant damage type:
DOESN'T AFFECT YOU
MIXED DAMAGE
Suppose one attack deals:
10 SLASHING
plus:
8 FIRE
A creature has:
FIRE IMMUNITY
It ignores:
8 FIRE
but the immunity doesn't automatically remove:
10 SLASHING
because those are separate damage types.
PART FOUR — IMPROVISED WEAPONS
An:
IMPROVISED WEAPON
is an object used as a makeshift weapon.
Examples given by the SRD include things such as:
BROKEN GLASS
A TABLE LEG
or:
A FRYING PAN
NORMAL WEAPONS CAN ALSO BECOME IMPROVISED
A Simple or Martial weapon counts as an improvised weapon if you use it:
CONTRARY TO ITS DESIGN
Two important examples are explicitly given.
RANGED WEAPON USED IN MELEE
You take a weapon intended for ranged attacks and use it to make:
A MELEE ATTACK
It functions as:
AN IMPROVISED WEAPON
for that use.
THROWING A MELEE WEAPON WITHOUT THROWN
You throw a Melee weapon that lacks:
THE THROWN PROPERTY
It counts as:
AN IMPROVISED WEAPON
for that attack.
PROFICIENCY
Normally:
DON'T ADD YOUR PROFICIENCY BONUS
to an Attack Roll with an improvised weapon.
EXAMPLE
Strength modifier:
+3
Proficiency Bonus:
+3
You swing an ordinary frying pan as an improvised melee weapon.
The improvised-weapon rule doesn't let you add the:
+3 PROFICIENCY BONUS
simply because you're proficient with martial weapons or some unrelated weapon category.
DAMAGE
On a hit, an improvised weapon deals:
1D4 DAMAGE
The:
GM
decides the damage type appropriate for the object.
EXAMPLE — BROKEN BOTTLE
The GM might rule that broken glass deals:
PIERCING
or another appropriate type based on how it is being used.
That damage type is:
A GM DETERMINATION
not a universal property invented by the player.
THROWING AN IMPROVISED WEAPON
Normal range:
20 FEET
Long range:
60 FEET
Remember the ranged-attack rule:
At long range:
DISADVANTAGE
Beyond long range:
THE ATTACK CAN'T BE MADE
WEAPON EQUIVALENTS
There is an important exception.
If an improvised weapon resembles an actual:
SIMPLE
or:
MARTIAL WEAPON
the GM can rule that it functions as that weapon and uses:
THAT WEAPON'S RULES
EXAMPLE — TABLE LEG
The SRD specifically gives the example of a:
TABLE LEG
being treated as:
A CLUB
If the GM makes that ruling, use:
CLUB RULES
rather than the generic improvised-weapon rules.
THE GM DECIDES
A player can't automatically declare:
“THIS FRYING PAN COUNTS AS A LONGSWORD”
The equivalence requires:
GM JUDGMENT
based on the object's resemblance to an actual weapon.
PART FIVE — INCAPACITATED [CONDITION]
The:
INCAPACITATED
condition is extremely important because many other conditions include it.
While Incapacitated, you experience four specific effects.
EFFECT 1 — INACTIVE
You can't take:
AN ACTION
A BONUS ACTION
or:
A REACTION
WHAT THIS MEANS AT THE TABLE
You can't:
-
Attack
-
Dash
-
Dodge
-
cast an Action spell
-
use an ordinary Bonus Action
-
make an Opportunity Attack
-
use a Reaction such as Shield
because all of those require:
ACTIONS, BONUS ACTIONS, OR REACTIONS
EFFECT 2 — NO CONCENTRATION
Your:
CONCENTRATION IS BROKEN
This is automatic.
No Constitution Saving Throw is made.
EXAMPLE
You are concentrating on:
FLY
You gain:
INCAPACITATED
Fly:
ENDS IMMEDIATELY
because Concentration is broken.
EFFECT 3 — SPEECHLESS
You:
CAN'T SPEAK
SPELLCASTING CONSEQUENCE
If a spell requires:
VERBAL COMPONENT
you can't provide that verbal component while unable to speak.
In practice, however, Incapacitated already prevents the normal actions used to cast spells as well.
EFFECT 4 — SURPRISED
If you're Incapacitated when you:
ROLL INITIATIVE
you have:
DISADVANTAGE
on that Initiative roll.
IMPORTANT — INCAPACITATED DOES NOT ITSELF SAY SPEED 0
The Incapacitated condition's own entry does not contain:
SPEED 0
Other conditions that include Incapacitated can impose additional restrictions.
For example, later glossary conditions such as:
PARALYZED
or:
UNCONSCIOUS
contain more than simply Incapacitated.
So don't assume:
INCAPACITATED = EVERY OTHER SEVERE CONDITION
Read all the effects involved.
PART SIX — INDIFFERENT [ATTITUDE]
An:
INDIFFERENT
creature has no desire to:
HELP YOU
or:
HINDER YOU
It is also the default attitude of:
A MONSTER
unless circumstances or another rule establish something else.
THE THREE ATTITUDES
We now have all three basic social attitudes.
| Attitude | General View | Influence Effect |
|---|---|---|
| Friendly | Favorable | Advantage |
| Indifferent | Neither help nor hinder | Normal |
| Hostile | Unfavorable | Disadvantage |
The Influence effects apply when an:
INFLUENCE CHECK
is actually required.
INDIFFERENT DOES NOT MEAN HOSTILE
An indifferent guard isn't automatically:
YOUR ENEMY
It may simply have:
NO PARTICULAR REASON TO HELP YOU
PART SEVEN — INFLUENCE [ACTION]
The:
INFLUENCE ACTION
is the game's core structured rule for trying to persuade a monster to:
DO SOMETHING
You describe or roleplay:
HOW YOU COMMUNICATE
You might try to:
DECEIVE
INTIMIDATE
AMUSE
PERSUADE
or:
GENTLY COAX
the creature.
Then the:
GM
determines whether the monster is:
WILLING
UNWILLING
or:
HESITANT
That decision determines whether:
A ROLL IS NEEDED AT ALL
PART EIGHT — WILLING CREATURES
If what you ask aligns with the monster's:
DESIRES
the creature is:
WILLING
No Ability Check is required.
The monster carries out the request:
IN A WAY IT PREFERS
EXAMPLE
A Friendly guard wants the prisoners rescued.
You say:
“Open the gate so we can save them.”
If that already aligns with the guard's desires, the GM can determine:
NO CHECK IS NECESSARY
This teaches a fundamental social rule:
YOU DON'T ROLL PERSUASION FOR EVERYTHING
Sometimes the creature already wants to cooperate.
PART NINE — UNWILLING CREATURES
If the request is:
REPUGNANT
to the creature or contrary to its:
ALIGNMENT
the monster can be:
UNWILLING
Again:
NO ABILITY CHECK
is necessary.
The creature simply:
DOESN'T COMPLY
EXAMPLE
You ask an honorable knight:
“Murder those innocent villagers for us.”
The GM can determine the knight is:
UNWILLING
You don't automatically get to roll Charisma (Persuasion) and turn an impossible request into:
A POSSIBLE ONE
IMPORTANT SOCIAL PRINCIPLE
A high Charisma score doesn't mean:
MIND CONTROL
The GM first determines whether an Influence check is:
APPROPRIATE
PART TEN — HESITANT CREATURES
If the creature could potentially be convinced but is:
HESITANT
you make:
AN ABILITY CHECK
DEFAULT DC
The GM chooses the check.
Its default DC is:
15
or:
THE MONSTER'S INTELLIGENCE SCORE
whichever is:
HIGHER
EXAMPLE 1
Monster Intelligence:
10
Compare:
15 vs 10.
Default Influence DC:
15
EXAMPLE 2
Monster Intelligence:
18
Compare:
15 vs 18.
Default Influence DC:
18
ATTITUDE MODIFIES THE CHECK
Friendly
ADVANTAGE
Indifferent
NORMAL ROLL
Hostile
DISADVANTAGE
PART ELEVEN — INFLUENCE CHECK OPTIONS
The SRD suggests the following checks.
| Ability Check | Interaction |
|---|---|
| Charisma (Deception) | Deceiving a monster that understands you |
| Charisma (Intimidation) | Intimidating a monster |
| Charisma (Performance) | Amusing a monster |
| Charisma (Persuasion) | Persuading a monster that understands you |
| Wisdom (Animal Handling) | Gently coaxing a Beast or Monstrosity |
The:
GM CHOOSES THE CHECK
based on what is actually happening.
EXAMPLE — DECEPTION
You tell a guard:
“The captain ordered you to let us through.”
If the guard is hesitant and understands you, the GM might call for:
CHARISMA (DECEPTION)
EXAMPLE — PERFORMANCE
You need to entertain a bored noble long enough for your allies to complete another task.
The GM might call for:
CHARISMA (PERFORMANCE)
EXAMPLE — ANIMAL HANDLING
You gently coax a frightened:
BEAST
The GM might call for:
WISDOM (ANIMAL HANDLING)
SUCCESS
On a successful check:
THE MONSTER DOES AS URGED
FAILURE
On a failed check, you must wait:
24 HOURS
or another duration chosen by the:
GM
before trying to urge that monster:
IN THE SAME WAY AGAIN
IMPORTANT
Influence is therefore not:
“ROLL PERSUASION UNTIL YOU GET A 20”
The rules prevent endless immediate repetition after failure.
PART TWELVE — COMPLETE INFLUENCE ALGORITHM
At the table:
STEP 1
Describe what you want the monster to do.
STEP 2
Describe or roleplay how you try to influence it.
STEP 3
GM determines:
WILLING?
If yes:
NO CHECK
STEP 4
If not willing, ask:
UNWILLING?
If yes:
NO CHECK — REQUEST REFUSED
STEP 5
If hesitant:
MAKE AN INFLUENCE CHECK
STEP 6
Default DC:
MAXIMUM OF 15 OR INTELLIGENCE SCORE
STEP 7
Apply attitude:
Friendly:
ADVANTAGE
Indifferent:
NORMAL
Hostile:
DISADVANTAGE
STEP 8
Success:
CREATURE COMPLIES
Failure:
WAIT BEFORE REPEATING THE SAME URGING
That is the core social-interaction engine.
PART THIRTEEN — INITIATIVE
INITIATIVE
determines:
THE ORDER OF TURNS DURING COMBAT
Normally, when combat begins, each participant makes:
A DEXTERITY CHECK
The total becomes that creature's:
INITIATIVE COUNT
The combatants act from:
HIGHEST
to:
LOWEST
EXAMPLE
Fighter:
18
Wizard:
15
Orc:
12
Turn order:
-
Fighter
-
Wizard
-
Orc
The same order normally continues:
ROUND AFTER ROUND
TIES
If monsters tie:
GM DECIDES THEIR ORDER
If player characters tie:
PLAYERS DECIDE THEIR ORDER
If a monster and player character tie:
GM DECIDES
OPTIONAL INITIATIVE SCORE
The glossary also gives the GM another option:
USE INITIATIVE SCORES INSTEAD OF ROLLING
Your Initiative score is:
10 + DEXTERITY MODIFIER
EXAMPLE
Dexterity modifier:
+3
Initiative score:
10 + 3 =
13
ADVANTAGE
If you would have Advantage on Initiative rolls:
+5 TO INITIATIVE SCORE
Example:
13 + 5 =
18
DISADVANTAGE
If you would have Disadvantage on Initiative:
−5 TO INITIATIVE SCORE
Example:
13 − 5 =
8
PART FOURTEEN — INVISIBLE [CONDITION]
The:
INVISIBLE
condition contains three major effects in SRD 5.2.1.
EFFECT 1 — SURPRISE
If you're Invisible when you:
ROLL INITIATIVE
you have:
ADVANTAGE
on the roll.
INCAPACITATED VS INVISIBLE
Suppose you somehow have both conditions when Initiative is rolled.
Invisible:
ADVANTAGE
Incapacitated:
DISADVANTAGE
The general Advantage/Disadvantage rule causes them to:
CANCEL
EFFECT 2 — CONCEALED
You aren't affected by an effect that requires its target:
TO BE SEEN
unless the creator of the effect can:
SOMEHOW SEE YOU
EQUIPMENT
Equipment you are:
WEARING
or:
CARRYING
is also concealed.
EXAMPLE
A spell says:
“Choose one creature you can see.”
The target has Invisible.
The caster has no way to see Invisible creatures.
Result:
THE CASTER CAN'T CHOOSE THAT CREATURE
with that spell.
EFFECT 3 — ATTACKS AFFECTED
Attack Rolls against you have:
DISADVANTAGE
Your Attack Rolls have:
ADVANTAGE
BUT THERE IS AN EXCEPTION
If a creature can:
SOMEHOW SEE YOU
you don't receive the Invisible attack benefit:
AGAINST THAT CREATURE
EXAMPLE — BLINDSIGHT
You are Invisible.
A monster has Blindsight covering your location.
It can:
SEE YOU
through that sense.
Therefore you don't receive Invisible's attack-roll benefit:
AGAINST THAT MONSTER
INVISIBLE IS NOT THE SAME AS HIDDEN
This is extremely important.
The Invisible condition does not itself say:
YOUR LOCATION IS UNKNOWN
The:
HIDE ACTION
uses Invisible as part of being hidden, but:
INVISIBLE
and:
HIDDEN
are not interchangeable ideas.
An Invisible creature might still make noise, leave evidence, or otherwise have its location known.
The exact source of Invisible and the Hide rules determine:
WHAT ELSE IS TRUE
PART FIFTEEN — JUMPING
When you jump, you perform one of two types:
LONG JUMP
for horizontal distance,
or:
HIGH JUMP
for vertical distance.
High Jump was covered in Lesson 87.
Now we formally complete the system with:
LONG JUMP
PART SIXTEEN — KNOCKING OUT A CREATURE
SRD 5.2.1 provides a precise nonlethal rule.
When you would reduce a creature to:
0 HIT POINTS
with:
A MELEE ATTACK
you may instead reduce it to:
1 HIT POINT
Then:
THE CREATURE GAINS UNCONSCIOUS
and:
STARTS A SHORT REST
IMPORTANT SRD 5.2.1 DETAIL
The creature is not left at:
0 HP
It is instead reduced to:
1 HP
This matters enormously.
It isn't making:
DEATH SAVING THROWS
because it isn't at 0 HP.
WHEN DOES IT WAKE?
It remains Unconscious until either:
IT REGAINS ANY HIT POINTS
or:
someone uses:
AN ACTION
to administer first aid.
FIRST AID CHECK
First aid requires:
DC 10 WISDOM (MEDICINE)
Success:
THE CREATURE IS NO LONGER KEPT UNCONSCIOUS BY THIS KNOCKOUT RULE
EXAMPLE
A Fighter hits an enemy with a longsword.
Enemy HP:
6
Damage:
11
Ordinarily:
6 − 11 → 0 HP.
Instead the Fighter declares the nonlethal option available from the melee attack.
Enemy becomes:
1 HP
and:
UNCONSCIOUS
DOES THIS WORK WITH A RANGED ATTACK?
The glossary rule specifically says:
MELEE ATTACK
So a normal longbow attack doesn't qualify for this rule.
DOES THE DAMAGE TYPE MATTER?
The glossary doesn't restrict the option to:
BLUDGEONING
A melee attack that would reduce the creature to 0 can qualify according to the rule.
PART SEVENTEEN — LIGHTLY OBSCURED
A:
LIGHTLY OBSCURED
space makes visual perception harder.
You have:
DISADVANTAGE
on:
WISDOM (PERCEPTION)
checks to see something in that space.
DIM LIGHT
As we learned in Lesson 87:
DIM LIGHT = LIGHTLY OBSCURED
Therefore:
WISDOM (PERCEPTION) TO SEE
is made with:
DISADVANTAGE
DARKVISION INTERACTION
Darkvision turns normal Darkness into:
DIM LIGHT
for the creature using Darkvision.
Therefore, within the Darkvision range, that creature may still be dealing with:
LIGHTLY OBSCURED
conditions rather than perfect illumination.
IMPORTANT
Lightly Obscured doesn't itself say:
ATTACK ROLLS HAVE DISADVANTAGE
That is a common beginner mistake.
Its general rule is specifically:
DISADVANTAGE ON WISDOM (PERCEPTION) CHECKS TO SEE
PART EIGHTEEN — LINE [AREA OF EFFECT]
A:
LINE
extends from its point of origin in:
A STRAIGHT PATH
The effect gives the Line's:
LENGTH
and:
WIDTH
EXAMPLE — LIGHTNING BOLT
A spell might create a Line:
100 FEET LONG
5 FEET WIDE
Its area therefore extends in a straight path from:
THE POINT OF ORIGIN
DOES THE POINT OF ORIGIN COUNT?
Normally:
NO
But the creator may decide:
TO INCLUDE IT
AREA-OF-EFFECT COMPARISON
| Shape | Point of Origin Included by Default? |
|---|---|
| Cone | No; creator may include |
| Cube | No; creator may include |
| Cylinder | Yes |
| Emanation | No; creator may include |
| Line | No; creator may include |
Sphere will appear in a later glossary lesson.
PART NINETEEN — LONG JUMP
A:
LONG JUMP
is horizontal movement through the air.
RUNNING LONG JUMP
If you move at least:
10 FEET ON FOOT
immediately before the jump, you can leap a number of feet up to:
YOUR STRENGTH SCORE
EXAMPLE
Strength:
16
After a 10-foot run-up:
MAXIMUM LONG JUMP = 16 FEET
STANDING LONG JUMP
Without that 10-foot run-up:
HALF THE DISTANCE
Strength 16:
16 ÷ 2 =
8 FEET
MOVEMENT COST
Every foot jumped costs:
1 FOOT OF MOVEMENT
EXAMPLE
Speed:
30 FEET
You run:
10 FEET
Then perform a:
16-FOOT LONG JUMP
Movement spent:
10 + 16 =
26 FEET
Movement remaining:
30 − 26 =
4 FEET
The jump doesn't grant:
FREE MOVEMENT BEYOND YOUR SPEED
LANDING IN DIFFICULT TERRAIN
If you land in:
DIFFICULT TERRAIN
make:
DC 10 DEXTERITY (ACROBATICS)
Failure:
PRONE
Success:
REMAIN ON YOUR FEET
EXAMPLE
You leap across a chasm and land on:
LOOSE RUBBLE
that the GM treats as Difficult Terrain.
Dexterity (Acrobatics):
DC 10
Roll total:
8
Result:
PRONE
CLEARING A LOW OBSTACLE
The standard Long Jump assumes jump height doesn't matter.
But the GM can require:
DC 10 STRENGTH (ATHLETICS)
to clear a low obstacle.
The obstacle must be no taller than:
ONE-QUARTER OF THE JUMP'S DISTANCE
EXAMPLE
Jump distance:
16 FEET
One quarter:
16 ÷ 4 =
4 FEET
An obstacle up to:
4 FEET HIGH
may require:
DC 10 STRENGTH (ATHLETICS)
to clear.
Failure:
YOU HIT THE OBSTACLE
PART TWENTY — LONG REST
A:
LONG REST
is extended downtime lasting at least:
8 HOURS
During it, a creature sleeps for at least:
6 HOURS
and performs no more than:
2 HOURS OF LIGHT ACTIVITY
Examples include:
READING
TALKING
EATING
or:
STANDING WATCH
SLEEPING CONDITION
While sleeping:
YOU HAVE UNCONSCIOUS
That means the Unconscious condition's full rules apply during sleep.
FREQUENCY LIMIT
After finishing a Long Rest, you must wait at least:
16 HOURS
before:
STARTING ANOTHER LONG REST
This prevents repeatedly chaining Long Rests throughout a single day.
REQUIREMENT TO START
You must have at least:
1 HIT POINT
to start a Long Rest.
A creature at:
0 HP
can't simply begin one under this rule.
PART TWENTY-ONE — LONG REST BENEFITS
Completing a Long Rest provides several major benefits.
BENEFIT 1 — ALL HIT POINTS
You regain:
ALL LOST HIT POINTS
EXAMPLE
Maximum HP:
75
Current:
9
Complete Long Rest:
75 HP
BENEFIT 2 — ALL SPENT HIT POINT DICE
You regain:
ALL SPENT HIT POINT DICE
This differs from older rules that some players may remember.
Use the SRD 5.2.1 rule:
ALL SPENT HIT DICE RETURN
BENEFIT 3 — HIT POINT MAXIMUM
If your HP maximum was reduced:
IT RETURNS TO NORMAL
BENEFIT 4 — ABILITY SCORES
If any Ability Score was reduced:
IT RETURNS TO NORMAL
BENEFIT 5 — EXHAUSTION
If you have Exhaustion:
REDUCE ITS LEVEL BY 1
EXAMPLE
Exhaustion:
LEVEL 4
After Long Rest:
LEVEL 3
Not:
LEVEL 0
BENEFIT 6 — SPECIAL FEATURES
Some features recharge on:
A LONG REST
Those features recharge according to:
THEIR OWN DESCRIPTIONS
SPELL SLOTS
Many class Spellcasting features restore slots after a Long Rest.
That restoration comes from:
THOSE SPELLCASTING FEATURES
The generic Long Rest glossary entry doesn't need to rewrite each class feature individually.
PART TWENTY-TWO — INTERRUPTING A LONG REST
A Long Rest is stopped by any of these events:
ROLLING INITIATIVE
CASTING A SPELL OTHER THAN A CANTRIP
TAKING ANY DAMAGE
or:
1 HOUR OF WALKING OR OTHER PHYSICAL EXERTION
IMPORTANT — CANTRIPS
Casting:
A CANTRIP
isn't on the listed spell interruption trigger.
Casting a:
LEVEL 1+ SPELL
does stop the rest.
IMPORTANT — DAMAGE
Even:
1 DAMAGE
is enough to stop the rest because the rule says:
TAKING ANY DAMAGE
COMBAT
Rolling Initiative itself:
INTERRUPTS THE REST
You don't have to wait until somebody actually hits you.
WHAT HAPPENS TO THE REST?
The new SRD rule is not simply:
“START ALL EIGHT HOURS AGAIN”
You can:
RESUME THE LONG REST IMMEDIATELY
after the interruption.
COST OF RESUMING
If you resume it:
ADD 1 HOUR TO THE REQUIRED REST
for:
EACH INTERRUPTION
EXAMPLE
You have rested:
4 HOURS
A monster attacks.
You roll Initiative.
Interruption:
1
After the combat, you resume your rest.
The total rest now requires:
1 ADDITIONAL HOUR
to complete.
MULTIPLE INTERRUPTIONS
Two separate interruptions:
+2 HOURS
Three:
+3 HOURS
and so on.
SHORT REST BENEFIT FROM AN INTERRUPTED LONG REST
If you rested for at least:
1 HOUR
before the interruption:
YOU GAIN THE BENEFITS OF A SHORT REST
EXAMPLE
You rest:
2 HOURS
Then combat begins.
The Long Rest is interrupted.
Because you completed at least 1 hour before interruption:
YOU RECEIVE SHORT REST BENEFITS
You may then resume the Long Rest under its normal interruption rule.
IMPORTANT SRD 5.2.1 DETAIL
This makes rest interruptions much more structured than:
“THE GM DECIDES WHETHER ALL YOUR REST WAS WASTED”
The glossary gives an explicit procedure.
PART TWENTY-THREE — MAGIC [ACTION]
The:
MAGIC ACTION
has two major uses.
USE 1 — CAST A SPELL
If a spell has a Casting Time of:
ACTION
you cast it by taking:
THE MAGIC ACTION
EXAMPLE
Fireball:
CASTING TIME — ACTION
You take:
MAGIC
and cast the spell.
USE 2 — ACTIVATE A FEATURE OR MAGIC ITEM
Some:
CLASS FEATURES
SPECIES FEATURES
MONSTER ABILITIES
or:
MAGIC ITEMS
say they require:
A MAGIC ACTION
You activate them by taking:
MAGIC
MAGIC ACTION DOES NOT ALWAYS MEAN SPELL
This is crucial.
All Action spells use the Magic action, but:
NOT EVERY MAGIC ACTION IS A SPELL
A magical class feature or magic-item activation can also require it.
PART TWENTY-FOUR — LONGER CASTING TIMES AND THE MAGIC ACTION
If a spell has a Casting Time of:
1 MINUTE OR LONGER
you must take:
THE MAGIC ACTION ON EACH TURN OF THE CASTING
and maintain:
CONCENTRATION
throughout the casting.
EXAMPLE — 1 MINUTE
A combat round is approximately:
6 SECONDS
So a 1-minute casting typically spans about:
10 ROUNDS
During that period:
MAGIC ACTION EACH TURN
and:
MAINTAIN CONCENTRATION
CONCENTRATION BROKEN
If your Concentration breaks:
THE SPELL FAILS
But:
YOU DON'T EXPEND THE SPELL SLOT
You must start the casting again if you still want to cast it.
IMPORTANT
This Concentration is required because of:
THE LONG CASTING PROCESS
even if the spell's completed Duration doesn't say:
CONCENTRATION
PART TWENTY-FIVE — MAGICAL EFFECT
A:
MAGICAL EFFECT
has a precise definition.
An effect is magical if it is created by:
A SPELL
A MAGIC ITEM
or:
A PHENOMENON THAT A RULE LABELS AS MAGICAL
WHY THIS MATTERS
Many rules distinguish between:
MAGICAL
and:
NONMAGICAL
effects.
You should not simply decide:
“THIS IS FANTASTICAL, SO IT MUST BE MAGICAL”
The rule gives actual criteria.
EXAMPLE — SPELL
Fireball creates:
A MAGICAL EFFECT
because it is produced by:
A SPELL
EXAMPLE — MAGIC ITEM
An effect created by a magic wand is:
MAGICAL
because it comes from:
A MAGIC ITEM
OTHER PHENOMENA
An unusual phenomenon can also be magical if:
A RULE LABELS IT MAGICAL
The word:
MAGICAL
therefore has a rules meaning.
PART TWENTY-SIX — MALNUTRITION [HAZARD]
Characters need food every day.
How much depends on:
CREATURE SIZE
FOOD NEEDS PER DAY
| Size | Food Required |
|---|---|
| Tiny | 1/4 pound |
| Small | 1 pound |
| Medium | 1 pound |
| Large | 4 pounds |
| Huge | 16 pounds |
| Gargantuan | 64 pounds |
EATING LESS THAN HALF
If a creature eats some food but consumes:
LESS THAN HALF
its required daily amount, it makes:
DC 10 CONSTITUTION SAVING THROW
at the end of the day.
Failure:
+1 EXHAUSTION LEVEL
EXAMPLE — MEDIUM CREATURE
Required:
1 POUND
Half:
1/2 POUND
The adventurer eats:
1/4 POUND
That is:
LESS THAN HALF
End of day:
DC 10 CONSTITUTION SAVE
Failure:
EXHAUSTION +1
EATING NOTHING
The rule is different if the creature consumes:
NO FOOD
A creature can go several days before the automatic Exhaustion starts.
After:
5 DAYS WITHOUT FOOD
it automatically gains:
1 EXHAUSTION LEVEL
at the end of the fifth day.
AFTER THE FIFTH DAY
For every subsequent day without food:
+1 EXHAUSTION LEVEL
automatically.
EXAMPLE
No food:
Days 1–4
No automatic Exhaustion from this particular no-food clause.
End of Day 5
+1 EXHAUSTION
End of Day 6
+1 MORE
End of Day 7
+1 MORE
This can become lethal because:
EXHAUSTION LEVEL 6 = DEATH
REMOVING MALNUTRITION EXHAUSTION
Exhaustion caused by malnutrition:
CAN'T BE REMOVED
until the creature eats:
THE FULL DAILY AMOUNT OF FOOD REQUIRED
EXAMPLE
A Medium character has Exhaustion from malnutrition.
They complete a Long Rest but still haven't eaten the required:
1 POUND OF FOOD
The specific Malnutrition rule prevents that malnutrition-caused Exhaustion from being removed yet.
They must first satisfy:
THE FOOD REQUIREMENT
MALNUTRITION VS DEHYDRATION
Both hazards can cause:
EXHAUSTION
But their triggers are different.
Malnutrition
FOOD
Dehydration
WATER
And each has its own rule restricting when that Exhaustion can be removed.
PART TWENTY-SEVEN — MONSTER
The glossary's definition of:
MONSTER
is broader than:
“EVIL CREATURE YOU FIGHT”
A monster is:
A CREATURE CONTROLLED BY THE GM
even if that creature is:
BENEVOLENT
IMPORTANT
In rules terminology:
MONSTER ≠ EVIL
A friendly celestial controlled by the GM can still be:
A MONSTER
for rules purposes.
A helpful animal controlled by the GM can be:
A MONSTER
in this broad game-category sense.
PLAYER CHARACTERS
A creature controlled by:
A PLAYER
isn't a monster under this glossary definition merely because it looks monstrous.
Control matters.
WHY THIS MATTERS FOR INFLUENCE
The Influence action repeatedly refers to:
MONSTERS
That means the structured social procedure is designed for interacting with:
GM-CONTROLLED CREATURES
whether they are:
FRIENDLY
INDIFFERENT
or:
HOSTILE
PART TWENTY-EIGHT — INVISIBLE VS HIDDEN
This distinction is important enough to practice explicitly.
INVISIBLE
A:
CONDITION
It gives:
-
Advantage on Initiative
-
concealment from sight-required targeting
-
attack-roll benefits against creatures that can't see you
HIDDEN
A state created through:
THE HIDE ACTION
On a successful Hide:
YOU HAVE INVISIBLE WHILE HIDDEN
but you also record:
YOUR STEALTH TOTAL
as the DC for creatures to find you.
EXAMPLE 1 — INVISIBILITY SPELL
A Wizard becomes Invisible through magic.
That does not automatically mean they have made:
THE HIDE ACTION
or that a secret Perception DC has been established through Hide.
EXAMPLE 2 — HIDING
A Rogue successfully Hides with:
STEALTH TOTAL 22
The Rogue gains Invisible:
WHILE HIDDEN
and:
22
is the Wisdom (Perception) DC to find them.
WHY THE DISTINCTION MATTERS
INVISIBLE IS A CONDITION
HIDING IS A PROCEDURE/STATE
They often interact.
They are not identical.
PART TWENTY-NINE — INCAPACITATED AS A “FOUNDATION CONDITION”
Many severe conditions later in the glossary include:
INCAPACITATED
This means their full effects contain:
ALL INCAPACITATED EFFECTS
plus whatever else the other condition says.
EXAMPLE — PARALYZED
When we reach Paralyzed, you'll see that it includes:
INCAPACITATED
That automatically imports:
NO ACTION
NO BONUS ACTION
NO REACTION
CONCENTRATION BROKEN
CAN'T SPEAK
DISADVANTAGE ON INITIATIVE IF ROLLED
plus Paralyzed's own additional effects.
RULE-READING TECHNIQUE
When a condition says:
“YOU HAVE THE INCAPACITATED CONDITION”
don't read that as flavor.
Go to:
INCAPACITATED
and apply:
THE ENTIRE CONDITION
PART THIRTY — LONG REST VS SHORT REST
The detailed Short Rest entry comes later alphabetically, but we already know enough to understand the relationship.
LONG REST
Minimum:
8 HOURS
Requires:
1+ HP TO START
Major benefits include:
FULL HP
ALL SPENT HIT DICE
RESTORED REDUCED HP MAXIMUM
RESTORED REDUCED ABILITY SCORES
−1 EXHAUSTION
plus feature-specific restoration.
INTERRUPTED LONG REST
If at least:
1 HOUR
was completed before interruption:
GAIN SHORT REST BENEFITS
Then you can:
RESUME THE LONG REST
with:
+1 HOUR PER INTERRUPTION
This is an important piece of SRD 5.2.1 resource management.
PART THIRTY-ONE — INITIATIVE + INVISIBLE + INCAPACITATED
These three glossary entries interact directly.
NORMAL
Initiative:
DEXTERITY CHECK
INVISIBLE
Initiative:
ADVANTAGE
INCAPACITATED
Initiative:
DISADVANTAGE
BOTH
Advantage + Disadvantage:
CANCEL
So roll normally, assuming no other rule changes the roll.
USING INITIATIVE SCORES
Suppose Dex modifier:
+4
Base Initiative score:
10 + 4 =
14
Invisible:
14 + 5 =
19
Incapacitated:
14 − 5 =
9
If both Advantage and Disadvantage cancel:
14
PART THIRTY-TWO — LONG JUMP + DIFFICULT TERRAIN
A common mistake is to combine two separate movement rules incorrectly.
Suppose:
Speed:
30 FEET
Strength:
18
RUN-UP
Move:
10 FEET
JUMP
Maximum:
18 FEET
Movement used:
10 + 18 =
28 FEET
Remaining:
2 FEET
LANDING
If the destination is Difficult Terrain:
DC 10 DEXTERITY (ACROBATICS)
Failure:
PRONE
The jump itself doesn't automatically cost twice as much merely because:
THE LANDING SPACE
is Difficult Terrain.
The specific Long Jump rule tells you what happens on:
LANDING IN DIFFICULT TERRAIN
PART THIRTY-THREE — IMPROVISED WEAPON EXAMPLE
A Barbarian enters a tavern with no weapon.
A chair breaks during the fight.
They grab:
A TABLE LEG
GENERIC IMPROVISED RULING
If the GM treats it generically:
Attack:
IMPROVISED WEAPON
No PB from improvised-weapon proficiency rule.
Hit:
1D4 DAMAGE
type:
GM DECIDES
CLUB EQUIVALENT RULING
But the GM decides the table leg closely resembles:
A CLUB
Now it functions as:
A CLUB
and uses:
CLUB RULES
That can change:
-
proficiency interaction
-
damage
-
weapon properties
-
Mastery interaction if applicable
because the object is now being treated under:
THE ACTUAL WEAPON'S RULES
PART THIRTY-FOUR — COMPLETE SOCIAL EXAMPLE
The party wants an Indifferent castle guard to let them enter after closing time.
The guard's Intelligence:
12
STEP 1 — REQUEST
Player:
“Please let us enter. The village outside is under attack.”
STEP 2 — GM ASSESSES MOTIVATION
The guard doesn't want to break orders, but cares about protecting villagers.
The GM determines:
HESITANT
So:
A CHECK IS REQUIRED
STEP 3 — SET DEFAULT DC
Compare:
15 vs Intelligence 12.
DC:
15
STEP 4 — ATTITUDE
Guard:
INDIFFERENT
No Advantage or Disadvantage from attitude.
STEP 5 — CHECK
The character is sincerely persuading a creature that understands them.
GM chooses:
CHARISMA (PERSUASION)
ROLL
d20:
11
Charisma modifier:
+3
Proficiency:
+3
Total:
11 + 3 + 3 =
17
17 ≥ 15.
SUCCESS
The guard:
DOES AS URGED
ALTERNATIVE — FRIENDLY GUARD
If the guard were Friendly:
ADVANTAGE
on the check.
ALTERNATIVE — HOSTILE GUARD
If Hostile:
DISADVANTAGE
ALTERNATIVE — THE GUARD ALREADY WANTS TO HELP
GM determines:
WILLING
Result:
NO CHECK REQUIRED
ALTERNATIVE — IMPOSSIBLE REQUEST
You ask the same honorable guard to:
MURDER THE KING FOR NO REASON
GM determines:
UNWILLING
Result:
NO CHECK
The request simply fails.
PART THIRTY-FIVE — COMMON BEGINNER MISTAKES
MISTAKE 1 — THINKING EVERY ILLUSION WORKS THE SAME WAY
It doesn't.
The creating effect determines:
WHICH SENSES OR MENTAL FACULTIES ARE DECEIVED
MISTAKE 2 — THINKING AN ILLUSION CAN HAVE REAL WEIGHT BY DEFAULT
Spatial illusions are:
INSUBSTANTIAL
and:
WEIGHTLESS
unless the creating effect says otherwise.
MISTAKE 3 — ASSUMING EVERY ILLUSION AUTOMATICALLY BREAKS WHEN TOUCHED
Use:
THE SPECIFIC ILLUSION'S RULES
MISTAKE 4 — CONFUSING IMMUNITY WITH RESISTANCE
Immunity means the specified damage or condition:
DOESN'T AFFECT YOU
MISTAKE 5 — ADDING PROFICIENCY TO EVERY IMPROVISED WEAPON
Generic improvised attacks:
DON'T ADD PB
MISTAKE 6 — MAKING EVERY IMPROVISED WEAPON DEAL DIFFERENT DAMAGE DICE
Generic rule:
1D4
unless the GM treats it as an existing weapon.
MISTAKE 7 — GIVING A THROWN IMPROVISED WEAPON NORMAL RANGE 30
Generic range:
20/60
MISTAKE 8 — AUTOMATICALLY TREATING A TABLE LEG AS A CLUB
The:
GM
decides whether a makeshift weapon functions as an actual weapon equivalent.
MISTAKE 9 — THINKING INCAPACITATED ONLY REMOVES THE ACTION
It removes:
ACTION
BONUS ACTION
REACTION
MISTAKE 10 — MAKING A CONCENTRATION SAVE WHEN INCAPACITATED
No save.
Concentration:
BREAKS
MISTAKE 11 — ALLOWING AN INCAPACITATED CREATURE TO SPEAK
It:
CAN'T SPEAK
MISTAKE 12 — FORGETTING INCAPACITATED AFFECTS INITIATIVE
If already Incapacitated when Initiative is rolled:
DISADVANTAGE
MISTAKE 13 — AUTOMATICALLY SETTING INCAPACITATED SPEED TO 0
The Incapacitated entry itself:
DOESN'T CONTAIN THAT EFFECT
MISTAKE 14 — TREATING INDIFFERENT AS HOSTILE
Indifferent means:
NO DESIRE TO HELP OR HINDER
MISTAKE 15 — ROLLING PERSUASION WHEN THE CREATURE IS ALREADY WILLING
Willing:
NO CHECK
MISTAKE 16 — ROLLING PERSUASION WHEN THE CREATURE IS COMPLETELY UNWILLING
Unwilling:
NO CHECK
MISTAKE 17 — THINKING CHARISMA IS MIND CONTROL
The GM determines whether the request is:
WILLING
UNWILLING
or:
HESITANT
before a roll occurs.
MISTAKE 18 — ASSUMING ALL INFLUENCE CHECKS ARE PERSUASION
The interaction may call for:
DECEPTION
INTIMIDATION
PERFORMANCE
PERSUASION
or:
ANIMAL HANDLING
MISTAKE 19 — SETTING EVERY INFLUENCE DC TO 15
Default:
15 OR INTELLIGENCE SCORE
whichever is:
HIGHER
MISTAKE 20 — FORGETTING ATTITUDE
Friendly:
ADVANTAGE
Hostile:
DISADVANTAGE
Indifferent:
NORMAL
MISTAKE 21 — REROLLING INFLUENCE OVER AND OVER AFTER FAILURE
Normally wait:
24 HOURS
or the duration chosen by the GM before urging in the same way again.
MISTAKE 22 — USING CHARISMA FOR INITIATIVE
Normal Initiative is:
DEXTERITY CHECK
unless another rule changes it.
MISTAKE 23 — THINKING INVISIBLE ONLY AFFECTS ATTACK ROLLS
It also gives:
ADVANTAGE ON INITIATIVE
and interacts with effects requiring:
A VISIBLE TARGET
MISTAKE 24 — THINKING INVISIBLE ALWAYS GIVES ATTACK ADVANTAGE AGAINST BLINDSIGHT
If the other creature can:
SEE YOU
you don't gain that benefit against it.
MISTAKE 25 — THINKING INVISIBLE AUTOMATICALLY MEANS HIDDEN
It doesn't.
MISTAKE 26 — THINKING HIDDEN AND INVISIBLE ARE IDENTICAL RULE TERMS
They aren't.
MISTAKE 27 — KNOCKING SOMEONE OUT AT 0 HP
Under this glossary option, the melee attack instead reduces the creature to:
1 HP
MISTAKE 28 — MAKING THE KNOCKED-OUT CREATURE ROLL DEATH SAVES
It has:
1 HP
not 0.
MISTAKE 29 — USING THE KNOCKOUT RULE WITH A NORMAL RANGED ATTACK
The glossary specifies:
MELEE ATTACK
MISTAKE 30 — THINKING LIGHTLY OBSCURED AUTOMATICALLY GIVES DISADVANTAGE ON ATTACKS
The general Lightly Obscured effect is:
DISADVANTAGE ON WISDOM (PERCEPTION) CHECKS TO SEE
MISTAKE 31 — PUTTING A LINE'S POINT OF ORIGIN INSIDE AUTOMATICALLY
Normally:
NOT INCLUDED
unless its creator chooses to include it.
MISTAKE 32 — USING STRENGTH MODIFIER FOR LONG-JUMP DISTANCE
Running Long Jump uses:
STRENGTH SCORE
not modifier.
MISTAKE 33 — FORGETTING THE 10-FOOT RUN-UP
Without it:
HALF DISTANCE
MISTAKE 34 — TREATING JUMP DISTANCE AS FREE MOVEMENT
Every foot jumped costs:
1 FOOT OF MOVEMENT
MISTAKE 35 — AUTOMATICALLY FALLING PRONE AFTER EVERY LONG JUMP
The DC 10 Acrobatics check is triggered when you:
LAND IN DIFFICULT TERRAIN
MISTAKE 36 — FORGETTING THE OPTIONAL LOW-OBSTACLE CHECK
GM may require:
DC 10 STRENGTH (ATHLETICS)
MISTAKE 37 — STARTING A LONG REST AT 0 HP
You need:
AT LEAST 1 HP
MISTAKE 38 — SLEEPING ONLY FOUR HOURS IN A NORMAL LONG REST
General requirement:
AT LEAST 6 HOURS OF SLEEP
within the rest.
Specific species features can create exceptions.
MISTAKE 39 — TAKING ANOTHER LONG REST IMMEDIATELY AFTER FINISHING ONE
You must wait:
AT LEAST 16 HOURS
before starting another.
MISTAKE 40 — REGAINING ONLY SOME HIT DICE
SRD 5.2.1 Long Rest restores:
ALL SPENT HIT POINT DICE
MISTAKE 41 — REMOVING ALL EXHAUSTION
Long Rest normally reduces it by:
1 LEVEL
MISTAKE 42 — THINKING ONE COMBAT DESTROYS THE ENTIRE LONG REST
You can:
RESUME
after an interruption.
The resumed rest gains:
+1 HOUR PER INTERRUPTION
MISTAKE 43 — FORGETTING ROLLING INITIATIVE INTERRUPTS THE REST
It does.
MISTAKE 44 — THINKING ONLY AN HOUR OF COMBAT INTERRUPTS THE REST
Rolling Initiative alone:
INTERRUPTS IT
MISTAKE 45 — THINKING ANY WALKING AT ALL INTERRUPTS THE REST
The listed physical-exertion interruption is:
1 HOUR OF WALKING OR OTHER PHYSICAL EXERTION
MISTAKE 46 — THINKING A CANTRIP INTERRUPTS THE REST BECAUSE IT IS A SPELL
The listed interruption is:
CASTING A SPELL OTHER THAN A CANTRIP
MISTAKE 47 — FORGETTING AN INTERRUPTED LONG REST CAN GRANT SHORT-REST BENEFITS
If at least:
1 HOUR
was completed first.
MISTAKE 48 — THINKING MAGIC ACTION ALWAYS MEANS CASTING A SPELL
It can also activate:
FEATURES
or:
MAGIC ITEMS
that require the Magic action.
MISTAKE 49 — USING ONLY ONE MAGIC ACTION FOR A TEN-MINUTE CASTING
Long casting requires:
MAGIC ACTION EACH TURN
throughout the casting.
MISTAKE 50 — FORGETTING LONG CASTING REQUIRES CONCENTRATION
It does.
MISTAKE 51 — EXPENDING THE SPELL SLOT WHEN LONG CASTING FAILS FROM BROKEN CONCENTRATION
The glossary says:
SPELL FAILS
but:
SLOT ISN'T EXPENDED
MISTAKE 52 — CALLING EVERY SUPERNATURAL EFFECT “MAGICAL”
The rules define magical effects by:
SPELL
MAGIC ITEM
or:
A RULE LABELING THE PHENOMENON MAGICAL
MISTAKE 53 — USING THE SAME FOOD REQUIREMENT FOR EVERY SIZE
Food requirements:
SCALE WITH SIZE
MISTAKE 54 — AUTOMATICALLY GAINING EXHAUSTION WHEN EATING JUST UNDER HALF FOOD
If some food was eaten but less than half required:
DC 10 CONSTITUTION SAVE
Failure causes the Exhaustion.
MISTAKE 55 — MAKING THAT SAVE AFTER FIVE DAYS OF ZERO FOOD
After five days with no food, the Exhaustion described by that clause is:
AUTOMATIC
MISTAKE 56 — REMOVING MALNUTRITION EXHAUSTION WITHOUT EATING THE REQUIRED FOOD
It can't be removed until:
FULL DAILY FOOD REQUIREMENT IS EATEN
MISTAKE 57 — THINKING “MONSTER” MEANS “EVIL ENEMY”
A Monster is:
A GM-CONTROLLED CREATURE
even if:
BENEVOLENT
QUICK RECAP
I
Illusions
The creating effect determines:
WHAT IS DECEIVED
Spatial illusions are normally:
INSUBSTANTIAL + WEIGHTLESS
but appear to interact naturally with their environment.
Immunity
Relevant damage type or condition:
DOESN'T AFFECT YOU
Improvised Weapons
Generic rules:
NO PB
1D4 DAMAGE
20/60 THROWN RANGE
GM may treat a suitable object as an actual weapon equivalent.
Incapacitated
NO ACTION
NO BONUS ACTION
NO REACTION
CONCENTRATION BROKEN
CAN'T SPEAK
DISADVANTAGE ON INITIATIVE IF ALREADY INCAPACITATED
Indifferent
No desire to:
HELP OR HINDER
Default monster attitude.
Influence
First determine:
WILLING / UNWILLING / HESITANT
Only Hesitant normally requires:
AN ABILITY CHECK
Default DC:
15 OR INTELLIGENCE SCORE, WHICHEVER HIGHER
Initiative
Normal:
DEXTERITY CHECK
Optional Initiative score:
10 + DEX MODIFIER
Advantage:
+5 SCORE
Disadvantage:
−5 SCORE
Invisible
ADVANTAGE ON INITIATIVE
CONCEALED FROM SIGHT-REQUIRED EFFECTS
YOUR ATTACKS ADVANTAGE
ATTACKS AGAINST YOU DISADVANTAGE
unless the relevant creature can:
SEE YOU
J
Jumping
Either:
LONG JUMP
or:
HIGH JUMP
K
Knocking Out a Creature
When a:
MELEE ATTACK
would reduce a creature to 0 HP, you may instead leave it at:
1 HP
with:
UNCONSCIOUS
L
Lightly Obscured
Disadvantage on:
WISDOM (PERCEPTION) TO SEE
Line
Straight Area of Effect with specified:
LENGTH + WIDTH
Origin normally:
NOT INCLUDED
unless creator chooses.
Long Jump
Running:
UP TO STRENGTH SCORE IN FEET
Standing:
HALF
Every foot costs:
MOVEMENT
Long Rest
At least:
8 HOURS
Normally:
6 HOURS SLEEP
Benefits include:
ALL HP
ALL SPENT HIT DICE
RESTORED REDUCED HP MAXIMUM
RESTORED REDUCED ABILITY SCORES
−1 EXHAUSTION
plus relevant feature recharges.
Interruptions add:
+1 HOUR EACH
if the rest is resumed.
M
Magic [Action]
Used to:
CAST ACTION SPELLS
or activate qualifying:
FEATURES / MAGIC ITEMS
Long casting:
MAGIC ACTION EACH TURN + CONCENTRATION
Magical Effect
Created by:
SPELL
MAGIC ITEM
or something explicitly:
LABELED MAGICAL
Malnutrition
Insufficient food can cause:
EXHAUSTION
Monster
Any:
GM-CONTROLLED CREATURE
even a benevolent one.
PRIME HERO CHALLENGE
A level 7 Wizard has:
Strength: 14
Dexterity: 16
Dexterity modifier: +3
Intelligence: 18
Speed: 30 feet
Current HP: 32
Maximum HP: 45
Resolve each situation.
CHALLENGE 1 — INITIATIVE
Normal Initiative modifier:
+3
The Wizard is Invisible when Initiative is rolled.
Result:
ADVANTAGE
CHALLENGE 2 — INITIATIVE SCORE
The GM uses Initiative scores.
Base:
10 + 3 =
13
Invisible provides the equivalent Advantage adjustment:
13 + 5 =
18
CHALLENGE 3 — INCAPACITATED
The Wizard is instead Incapacitated when Initiative is rolled.
Initiative:
DISADVANTAGE
Using Initiative score:
13 − 5 =
8
CHALLENGE 4 — CONCENTRATION
The Wizard is concentrating on a spell and becomes Incapacitated.
Does the Wizard make:
A CONSTITUTION SAVE?
NO
Concentration:
BREAKS AUTOMATICALLY
CHALLENGE 5 — LONG JUMP
Strength:
14
With a 10-foot run-up:
14-FOOT LONG JUMP
Standing:
7 FEET
CHALLENGE 6 — MOVEMENT
Speed:
30
Run-up:
10
Jump:
14
Total movement used:
24 FEET
Remaining:
6 FEET
CHALLENGE 7 — DIFFICULT LANDING
The Wizard lands on rubble classified as Difficult Terrain.
Required:
DC 10 DEXTERITY (ACROBATICS)
Failure:
PRONE
CHALLENGE 8 — KNOCKOUT
The Wizard's ally deals enough damage with a:
MELEE ATTACK
to reduce a guard to 0 HP.
The ally chooses to knock the guard out.
New HP:
1
Condition:
UNCONSCIOUS
Does the guard make Death Saves?
NO
because it has:
1 HP
CHALLENGE 9 — LONG REST
Wizard starts Long Rest at:
32/45 HP
Completes it normally.
HP:
45/45
Spent Hit Dice:
ALL RESTORED
Any reduced HP maximum:
RESTORED
Exhaustion:
−1 LEVEL
if present.
CHALLENGE 10 — INTERRUPTED REST
The Wizard rests:
3 HOURS
Then rolls Initiative.
The Long Rest:
IS INTERRUPTED
Because at least one hour was completed:
SHORT REST BENEFITS ARE GAINED
The Wizard resumes afterward.
Additional time required due to this interruption:
+1 HOUR
CHALLENGE 11 — MAGIC ACTION
The Wizard casts Fireball.
Casting Time:
ACTION
What Action is used?
MAGIC ACTION
CHALLENGE 12 — TEN-MINUTE SPELL
The Wizard begins a spell with:
10-MINUTE CASTING TIME
What must happen throughout casting?
MAGIC ACTION EACH TURN
and:
CONCENTRATION
If Concentration breaks:
SPELL FAILS
and:
SPELL SLOT ISN'T EXPENDED
CHALLENGE 13 — INFLUENCE
The party speaks to an Indifferent monster.
Intelligence:
19
The creature is Hesitant.
Default Influence DC:
Compare:
15 vs 19.
DC 19
Attitude:
INDIFFERENT
Therefore:
NORMAL ROLL
CHALLENGE 14 — FRIENDLY VERSION
Same creature becomes Friendly.
Influence check:
ADVANTAGE
CHALLENGE 15 — HOSTILE VERSION
Same creature becomes Hostile.
Influence check:
DISADVANTAGE
CHALLENGE 16 — MALNUTRITION
The Wizard is Medium.
Daily food requirement:
1 POUND
They eat:
1/4 POUND
That is less than half.
At day's end:
DC 10 CONSTITUTION SAVE
Failure:
+1 EXHAUSTION
LESSON 88 — KEY TAKEAWAYS
The I–M glossary section contains several rules that radically improve your ability to interpret the rest of the game.
Remember especially:
ILLUSIONS ONLY DO WHAT THEIR CREATING EFFECTS SAY
SPATIAL ILLUSIONS ARE NORMALLY INSUBSTANTIAL AND WEIGHTLESS
IMMUNITY MEANS THE RELEVANT DAMAGE OR CONDITION DOESN'T AFFECT YOU
GENERIC IMPROVISED WEAPONS DEAL 1D4 AND DON'T ADD PB
IMPROVISED THROWN RANGE IS 20/60
THE GM CAN TREAT AN IMPROVISED OBJECT AS AN ACTUAL WEAPON IF IT RESEMBLES ONE
INCAPACITATED REMOVES ACTIONS, BONUS ACTIONS, AND REACTIONS
INCAPACITATED AUTOMATICALLY BREAKS CONCENTRATION
INCAPACITATED PREVENTS SPEECH
INCAPACITATED GIVES DISADVANTAGE ON INITIATIVE IF PRESENT WHEN INITIATIVE IS ROLLED
INCAPACITATED DOES NOT ITSELF SAY SPEED 0
INDIFFERENT IS THE DEFAULT MONSTER ATTITUDE
INFLUENCE DOES NOT REQUIRE A ROLL WHEN A CREATURE IS CLEARLY WILLING OR UNWILLING
HESITANT CREATURES USE THE INFLUENCE CHECK SYSTEM
DEFAULT INFLUENCE DC IS 15 OR THE MONSTER'S INTELLIGENCE SCORE, WHICHEVER IS HIGHER
FRIENDLY GIVES ADVANTAGE AND HOSTILE GIVES DISADVANTAGE ON INFLUENCE CHECKS
INITIATIVE IS NORMALLY A DEXTERITY CHECK
OPTIONAL INITIATIVE SCORE IS 10 + DEXTERITY MODIFIER
INVISIBLE GIVES ADVANTAGE ON INITIATIVE
INVISIBLE INTERFERES WITH EFFECTS THAT REQUIRE THE TARGET TO BE SEEN
INVISIBLE AFFECTS ATTACK ROLLS UNLESS THE OTHER CREATURE CAN SEE YOU
INVISIBLE DOES NOT AUTOMATICALLY MEAN HIDDEN
NONLETHAL KNOCKOUTS FROM MELEE ATTACKS LEAVE THE TARGET AT 1 HP
LIGHTLY OBSCURED GIVES DISADVANTAGE ON WISDOM (PERCEPTION) CHECKS TO SEE
A LINE'S ORIGIN ISN'T INCLUDED UNLESS ITS CREATOR CHOOSES OTHERWISE
RUNNING LONG JUMP DISTANCE USES STRENGTH SCORE, NOT MODIFIER
STANDING LONG JUMP IS HALF THE NORMAL DISTANCE
JUMPING USES YOUR NORMAL MOVEMENT
A LONG REST REQUIRES AT LEAST 1 HP TO START
A LONG REST IS AT LEAST 8 HOURS WITH AT LEAST 6 HOURS OF SLEEP
YOU MUST WAIT 16 HOURS AFTER FINISHING ONE BEFORE STARTING ANOTHER
LONG REST RESTORES ALL LOST HP AND ALL SPENT HIT DICE
LONG REST REDUCES EXHAUSTION BY 1
ROLLING INITIATIVE, TAKING DAMAGE, CASTING A NON-CANTRIP, OR ONE HOUR OF PHYSICAL EXERTION CAN INTERRUPT A LONG REST
AN INTERRUPTED LONG REST CAN BE RESUMED WITH +1 HOUR PER INTERRUPTION
AT LEAST ONE HOUR BEFORE AN INTERRUPTION GRANTS SHORT-REST BENEFITS
MAGIC ACTION DOES NOT ALWAYS MEAN SPELLCASTING
LONG SPELLCASTING REQUIRES MAGIC ACTIONS EACH TURN AND CONCENTRATION
A MAGICAL EFFECT MUST MEET THE RULE'S DEFINITION OF MAGICAL
MALNUTRITION CAN CREATE EXHAUSTION
and:
A MONSTER IS ANY GM-CONTROLLED CREATURE, NOT NECESSARILY AN EVIL ENEMY
NEXT LESSON
LESSON 89 — RULES GLOSSARY N–R
The next lesson continues from:
N
through:
R
and introduces another huge group of fundamental game rules, including:
NONPLAYER CHARACTERS
OBJECTS
OCCUPIED SPACES
OPPORTUNITY ATTACKS
PARALYZED
PASSIVE PERCEPTION
PETRIFIED
POISONED
PRONE
PROFICIENCY
RANGED ATTACKS
REACTIONS
READY
RESISTANCE
RESTRAINED
and every other official Rules Glossary entry 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.