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

  1. Illusions

  2. Immunity

  3. Improvised Weapons

  4. Incapacitated [Condition]

  5. Indifferent [Attitude]

  6. Influence [Action]

  7. Initiative

  8. Invisible [Condition]


J

  1. Jumping


K

  1. Knocking Out a Creature


L

  1. Lightly Obscured

  2. Line [Area of Effect]

  3. Long Jump

  4. Long Rest


M

  1. Magic [Action]

  2. Magical Effect

  3. Malnutrition [Hazard]

  4. 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:

  1. Fighter

  2. Wizard

  3. 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.