Secret Lesson 89
Rules Glossary N–R
Lesson 88 carried the Rules Glossary through:
I–M
Now we continue with every glossary entry from:
N
through:
R
This section contains several rules that appear constantly in combat and exploration:
NPCs
OBJECTS
OCCUPIED SPACES
OPPORTUNITY ATTACKS
PARALYSIS
PASSIVE PERCEPTION
PETRIFICATION
POISONED
PROFICIENCY
PRONE
REACH
REACTIONS
READYING ACTIONS
RESISTANCE
RESTRAINED
RITUALS
and:
ROUNDING
Several of these definitions are especially important because the SRD 5.2.1 wording differs from assumptions players sometimes carry from older rules, particularly Opportunity Attacks, Paralyzed, Prone, Ready, and Ritual casting.
PART ONE — COMPLETE N–R GLOSSARY INDEX
N
-
Nonplayer Character
O
-
Object
-
Occupied Space
-
Opportunity Attacks
P
-
Paralyzed [Condition]
-
Passive Perception
-
Per Day
-
Petrified [Condition]
-
Player Character
-
Poisoned [Condition]
-
Possession
-
Proficiency
-
Prone [Condition]
R
-
Reach
-
Reaction
-
Ready [Action]
-
Resistance
-
Restrained [Condition]
-
Ritual
-
Round Down
These are the official glossary entries from N through R in the SRD 5.2.1.
PART TWO — NONPLAYER CHARACTER
A:
NONPLAYER CHARACTER
or:
NPC
is a monster that has:
A PERSONAL NAME
and:
A DISTINCT PERSONALITY
Remember the glossary definition of:
MONSTER
from Lesson 88.
A monster is any creature:
CONTROLLED BY THE GM
even if that creature is benevolent.
An NPC is therefore a more specific category.
EXAMPLE
A generic city guard controlled by the GM might simply function as:
A MONSTER
for game terminology.
But:
CAPTAIN SERENA VALE
who has a name, motives, personality, allies, and history is:
AN NPC
NPC DOES NOT MEAN ENEMY
An NPC can be:
FRIENDLY
INDIFFERENT
or:
HOSTILE
They might be:
-
an ally
-
a merchant
-
a king
-
a prisoner
-
a villain
-
a guide
-
a rival
-
a quest giver
The term describes:
WHO CONTROLS THE CHARACTER AND ITS DISTINCT IDENTITY
not whether you fight it.
PART THREE — OBJECT
An:
OBJECT
is a:
NONLIVING, DISTINCT THING
Examples could include:
A SWORD
A DOOR
A CHEST
A STATUE
or:
A ROPE
COMPOSITE THINGS
A large composite structure can contain:
MULTIPLE OBJECTS
The SRD specifically notes that something such as:
A BUILDING
is composed of more than one object.
WHY THIS MATTERS
Suppose a spell says:
“TARGET ONE OBJECT”
That doesn't automatically mean you can designate:
AN ENTIRE CASTLE
as a single object.
The rules recognize composite structures as being made from:
MULTIPLE OBJECTS
OBJECTS VS CREATURES
This distinction appears constantly.
A spell might target:
A CREATURE
but not an object.
Another might target:
A CREATURE OR OBJECT
Others might affect:
ONLY OBJECTS
Always read the target language.
BREAKING OBJECTS
Remember Lesson 86.
Objects can have:
ARMOR CLASS
HIT POINTS
DAMAGE IMMUNITIES
and sometimes:
DAMAGE THRESHOLDS
So being an object doesn't mean:
AUTOMATICALLY DESTROYED BY ANY ATTACK
PART FOUR — OCCUPIED SPACE
A space is:
OCCUPIED
if:
A CREATURE IS IN IT
or if it is:
COMPLETELY FILLED BY OBJECTS
EXAMPLE 1 — CREATURE
A Medium Fighter stands in a space.
That space is:
OCCUPIED
EXAMPLE 2 — OBJECT
A massive stone block completely fills a space.
That space is also:
OCCUPIED
even though no creature is there.
WHY THIS MATTERS
Many rules require:
AN UNOCCUPIED SPACE
Teleportation spells frequently use that wording.
Summoning spells often create creatures in:
UNOCCUPIED SPACES
Movement rules also care about:
WHO OR WHAT OCCUPIES A SPACE
OCCUPIED DOES NOT MEAN “IMPASSABLE IN EVERY POSSIBLE CASE”
The glossary tells you:
WHETHER THE SPACE IS OCCUPIED
Other movement rules determine:
WHETHER AND HOW YOU CAN PASS THROUGH IT
Keep definitions separate.
PART FIVE — OPPORTUNITY ATTACKS
Opportunity Attacks represent the danger of:
LEAVING AN ENEMY'S REACH CARELESSLY
You can make one when a creature:
YOU CAN SEE
leaves your:
REACH
using:
ITS ACTION
ITS BONUS ACTION
ITS REACTION
or:
ONE OF ITS SPEEDS
This wording is extremely important.
REQUIREMENT 1 — YOU MUST SEE THE CREATURE
If you can't see the creature:
NO OPPORTUNITY ATTACK
under this rule.
REQUIREMENT 2 — IT MUST LEAVE YOUR REACH
If your Reach is:
5 FEET
and the creature moves from 5 feet away to:
10 FEET AWAY
it leaves your Reach.
That can trigger:
AN OPPORTUNITY ATTACK
REQUIREMENT 3 — THE MOVEMENT MUST QUALIFY
The creature must leave using:
ACTION
BONUS ACTION
REACTION
or:
ONE OF ITS SPEEDS
This is why not every forced movement triggers an Opportunity Attack.
MAKING THE ATTACK
You spend:
YOUR REACTION
to make:
ONE MELEE ATTACK
using either:
A WEAPON
or:
AN UNARMED STRIKE
against the provoking creature.
WHEN DOES THE ATTACK HAPPEN?
It occurs:
IMMEDIATELY BEFORE THE CREATURE LEAVES YOUR REACH
This timing matters.
Suppose the creature has:
2 HP
You hit with the Opportunity Attack and reduce it to 0.
It may never complete:
THE MOVEMENT THAT PROVOKED THE ATTACK
because the attack occurred before it left your Reach.
NOT A FULL ATTACK ACTION
An Opportunity Attack gives:
ONE MELEE ATTACK
It does not give you:
THE ATTACK ACTION
So a Fighter with Extra Attack doesn't automatically make:
TWO OR THREE OPPORTUNITY ATTACK ATTACKS
The Reaction gives:
ONE MELEE ATTACK
DISENGAGE
The:
DISENGAGE ACTION
prevents your movement from provoking Opportunity Attacks for the rest of that turn.
TELEPORTATION
Teleportation does not provoke an Opportunity Attack merely because your position changes.
You didn't leave the creature's Reach by:
MOVING THROUGH THE INTERVENING SPACE
The Combat rules explicitly distinguish Teleportation from qualifying movement.
FORCED MOVEMENT
Suppose an explosion:
HURLS YOU 20 FEET
out of an enemy's Reach.
That movement didn't use:
YOUR MOVEMENT
YOUR ACTION
YOUR BONUS ACTION
or:
YOUR REACTION
So it doesn't provoke under the normal Opportunity Attack rule.
IMPORTANT SRD 5.2.1 DETAIL
The trigger specifically includes leaving Reach using:
A REACTION
So if an effect makes a creature move using:
ITS OWN REACTION
that movement can potentially provoke if all the other Opportunity Attack requirements are satisfied.
This is different from being physically pushed without using one of those resources.
PART SIX — PARALYZED [CONDITION]
Paralyzed is one of the most dangerous conditions in combat.
While:
PARALYZED
you suffer five major consequences.
EFFECT 1 — INCAPACITATED
You have:
INCAPACITATED
That means, from Lesson 88:
NO ACTIONS
NO BONUS ACTIONS
NO REACTIONS
CONCENTRATION BREAKS
CAN'T SPEAK
and if Initiative were being rolled while already Incapacitated:
DISADVANTAGE ON INITIATIVE
EFFECT 2 — SPEED 0
Your Speed becomes:
0
and:
CAN'T INCREASE
EFFECT 3 — AUTOMATIC SAVE FAILURES
You automatically fail:
STRENGTH SAVING THROWS
and:
DEXTERITY SAVING THROWS
No d20 is rolled.
IMPORTANT
You do not automatically fail:
CONSTITUTION SAVES
INTELLIGENCE SAVES
WISDOM SAVES
or:
CHARISMA SAVES
merely because you are Paralyzed.
Only:
STRENGTH AND DEXTERITY
are automatically failed by this condition.
EFFECT 4 — ATTACKS AGAINST YOU
Attack rolls against you have:
ADVANTAGE
EFFECT 5 — AUTOMATIC CRITICAL HITS AT CLOSE RANGE
If an attacker is within:
5 FEET OF YOU
and its Attack Roll:
HITS
that hit is automatically:
A CRITICAL HIT
IMPORTANT
It isn't enough for the attack to be:
A MELEE ATTACK
The rule cares about the attacker's actual distance:
WITHIN 5 FEET
EXAMPLE
A Paralyzed enemy has:
AC 18
Fighter stands:
5 FEET AWAY
Attack:
19 TOTAL
Hit.
Because attacker is within 5 feet:
CRITICAL HIT
ATTACK FROM 10 FEET
A creature uses a Reach weapon from:
10 FEET AWAY
Attack Roll still has:
ADVANTAGE
because the target is Paralyzed.
But the automatic Critical Hit clause requires:
ATTACKER WITHIN 5 FEET
So that hit is not automatically critical merely because it was a melee attack.
PART SEVEN — PASSIVE PERCEPTION
Passive Perception represents a creature's:
GENERAL AWARENESS OF ITS SURROUNDINGS
The GM uses it when determining whether a creature notices something:
WITHOUT CONSCIOUSLY MAKING A WISDOM (PERCEPTION) CHECK
FORMULA
PASSIVE PERCEPTION = 10 + WISDOM (PERCEPTION) CHECK BONUS
EXAMPLE
Wisdom modifier:
+2
Perception proficiency:
+3
Wisdom (Perception) bonus:
2 + 3 =
+5
Passive Perception:
10 + 5 =
15
ADVANTAGE
If you have Advantage on:
WISDOM (PERCEPTION) CHECKS
Passive Perception increases by:
+5
So:
15 + 5 =
20
DISADVANTAGE
If you have Disadvantage on those checks:
−5
15 − 5 =
10
PASSIVE PERCEPTION IS NOT A ROLL
The player doesn't normally pick up a d20 and roll:
“PASSIVE PERCEPTION”
It is:
A SCORE
The GM can compare something against it.
HIDDEN CREATURE INTERACTION
Remember Lesson 87.
A successful hider records the total of their:
DEXTERITY (STEALTH)
check.
That number becomes the DC for someone attempting to find them through:
WISDOM (PERCEPTION)
Passive Perception can therefore be useful when the GM decides whether a creature notices something:
WITHOUT ACTIVELY SEARCHING
EXAMPLE
Rogue Hide total:
18
Guard Passive Perception:
14
The guard doesn't automatically beat:
DC 18
through passive awareness.
If circumstances lead the guard to actively Search, the Search action can involve an actual:
WISDOM (PERCEPTION) CHECK
PART EIGHT — PER DAY
Sometimes a rule says something can be used:
A CERTAIN NUMBER OF TIMES PER DAY
In SRD 5.2.1, this means that after you run out of those uses, you must:
FINISH A LONG REST
before you can use it again.
IMPORTANT
“Per day” is not handled as:
“THE CLOCK STRIKES MIDNIGHT AND EVERYTHING AUTOMATICALLY RESETS”
The game connects the refresh to:
FINISHING A LONG REST
EXAMPLE
A monster ability says:
1/DAY
It uses that ability.
To use it again under the Per Day rule:
IT MUST FINISH A LONG REST
PART NINE — PETRIFIED [CONDITION]
Petrified is one of the most severe conditions in the game.
It changes both:
YOUR BODY
and:
YOUR COMBAT CAPABILITIES
EFFECT 1 — TURNED INTO INANIMATE SUBSTANCE
You are transformed into:
A SOLID INANIMATE SUBSTANCE
usually:
STONE
Your nonmagical worn and carried objects transform with you.
YOUR WEIGHT
Your weight becomes:
TEN TIMES NORMAL
EXAMPLE
Normal weight:
160 POUNDS
Petrified:
160 × 10 =
1,600 POUNDS
AGING
You:
STOP AGING
while Petrified.
EFFECT 2 — INCAPACITATED
You have:
INCAPACITATED
So:
NO ACTION
NO BONUS ACTION
NO REACTION
NO SPEECH
and:
CONCENTRATION BREAKS
EFFECT 3 — SPEED 0
Speed:
0
and:
CAN'T INCREASE
EFFECT 4 — ATTACKS AGAINST YOU
Attack Rolls against you have:
ADVANTAGE
EFFECT 5 — SAVING THROWS
You automatically fail:
STRENGTH
and:
DEXTERITY
Saving Throws.
EFFECT 6 — RESISTANCE TO ALL DAMAGE
You have:
RESISTANCE TO ALL DAMAGE
EXAMPLE
Incoming damage:
31 FIRE
Resistance:
31 ÷ 2 = 15.5
Round down:
15 FIRE DAMAGE
EFFECT 7 — POISONED IMMUNITY
You have Immunity to:
THE POISONED CONDITION
IMPORTANT
The condition specifically says:
IMMUNITY TO POISONED
Do not silently rewrite that as:
“IMMUNITY TO POISON DAMAGE”
Those are different rules.
Petrified already provides:
RESISTANCE TO ALL DAMAGE
but its listed Immunity is specifically to:
THE POISONED CONDITION
PART TEN — PLAYER CHARACTER
A:
PLAYER CHARACTER
is a character:
CONTROLLED BY A PLAYER
This contrasts with:
MONSTER
which is controlled by:
THE GM
and:
NPC
which is a GM-controlled monster with a distinct name and personality.
SIMPLE CONTROL MAP
| Term | Controlled By |
|---|---|
| Player Character | Player |
| Monster | GM |
| NPC | GM |
An NPC is a particular kind of:
MONSTER
under the glossary terminology.
PART ELEVEN — POISONED [CONDITION]
While:
POISONED
you have:
DISADVANTAGE ON ATTACK ROLLS
and:
DISADVANTAGE ON ABILITY CHECKS
EXAMPLE — ATTACK
Normal attack:
d20 + 6
Poisoned:
ROLL TWO D20s
use:
LOWER RESULT
then add +6.
EXAMPLE — STEALTH
Dexterity (Stealth):
DISADVANTAGE
because it is an:
ABILITY CHECK
WHAT ABOUT SAVING THROWS?
The Poisoned condition itself does not impose Disadvantage on:
SAVING THROWS
EXAMPLE
A Poisoned adventurer makes:
WISDOM SAVING THROW
Does Poisoned impose Disadvantage?
NO
not from the Poisoned condition itself.
POISON DAMAGE ≠ POISONED
Another important distinction:
POISON DAMAGE
is a damage type.
POISONED
is a condition.
A creature can be:
IMMUNE TO POISON DAMAGE
without necessarily being immune to:
POISONED
unless its rules say so.
Likewise, immunity to Poisoned doesn't automatically mean immunity to:
POISON DAMAGE
PART TWELVE — POSSESSION
Some effects allow one creature or entity to:
POSSESS ANOTHER CREATURE
The glossary does not provide one universal possession procedure.
Instead:
THE EFFECT CAUSING THE POSSESSION DEFINES HOW IT WORKS
IMPORTANT
Do not assume all possession means:
TOTAL CONTROL
SHARED SENSES
BODY REPLACEMENT
SOUL TRANSFER
or any other specific mechanic.
Those details must come from:
THE POSSESSING EFFECT
PREVENTING POSSESSION
The glossary specifically identifies:
PROTECTION FROM EVIL AND GOOD
as capable of preventing possession.
ENDING POSSESSION
It identifies:
DISPEL EVIL AND GOOD
as a way to end possession.
SPELL-SPECIFIC RULES STILL MATTER
For example, Magic Jar has its own detailed possession mechanics.
Those specific rules control:
THAT SPELL
The generic Possession glossary entry does not replace them.
PART THIRTEEN — PROFICIENCY
If you have:
PROFICIENCY
with something, you can add your:
PROFICIENCY BONUS
to any:
D20 TEST
you make using that thing.
You might have proficiency in:
A SKILL
A SAVING THROW
A WEAPON
or:
A TOOL
EXAMPLE — SKILL
Dexterity:
+3
PB:
+3
Stealth proficiency.
Dexterity (Stealth):
3 + 3 =
+6
EXAMPLE — NO PROFICIENCY
Same Dexterity:
+3
No Stealth proficiency.
Dexterity (Stealth):
+3
You don't add:
PB
EXAMPLE — WEAPON
Strength modifier:
+4
PB:
+3
Proficient with Longsword.
Attack Roll:
4 + 3 =
+7
PROFICIENCY BONUS DOESN'T NORMALLY STACK WITH ITSELF
The broader Proficiency rule established earlier in the SRD says you can't add your PB to the same roll:
MORE THAN ONCE
Even if two separate facts both make proficiency relevant.
EXPERTISE
Expertise is a specific rule that:
DOUBLES YOUR PROFICIENCY BONUS
for qualifying Skill checks.
That is not the same as:
ADDING PROFICIENCY TWICE
It is a rule that modifies the PB before adding it.
PART FOURTEEN — PRONE [CONDITION]
Prone affects:
MOVEMENT
and:
ATTACK ROLLS
EFFECT 1 — MOVEMENT RESTRICTED
While Prone, your movement options are:
CRAWL
or:
STAND UP
STANDING UP
To stand and end Prone, spend movement equal to:
HALF YOUR SPEED
rounded down.
EXAMPLE
Speed:
30 FEET
Cost to stand:
30 ÷ 2 =
15 FEET
SPEED 25
25 ÷ 2 = 12.5
Round down:
12 FEET
IMPORTANT
Standing cost is based on:
HALF YOUR SPEED
not:
HALF YOUR REMAINING MOVEMENT
SPEED 0
If your Speed is:
0
you:
CAN'T STAND UP
because the condition explicitly says you can't right yourself while Speed is 0.
EFFECT 2 — YOUR ATTACKS
Your Attack Rolls have:
DISADVANTAGE
EFFECT 3 — ATTACKS AGAINST YOU
An Attack Roll against you has:
ADVANTAGE
if the attacker is within:
5 FEET
Otherwise:
DISADVANTAGE
THIS USES DISTANCE, NOT ATTACK TYPE
This is important.
Attacker 5 feet away
ADVANTAGE
Attacker 10 feet away
DISADVANTAGE
The rule doesn't say:
“MELEE ADVANTAGE, RANGED DISADVANTAGE”
It uses:
DISTANCE
REACH WEAPON EXAMPLE
A Fighter attacks a Prone enemy from:
10 FEET
using a weapon with Reach.
Even though it is a:
MELEE ATTACK
the attacker isn't within:
5 FEET
Therefore the Prone condition gives:
DISADVANTAGE
on that attack.
RANGED ATTACK AT 5 FEET
A Ranger with a bow stands:
5 FEET
from the Prone enemy.
Prone gives:
ADVANTAGE
because the attacker is within 5 feet.
But the normal close-combat ranged-attack rule can give:
DISADVANTAGE
if the nearby enemy can see the attacker and isn't Incapacitated.
Advantage + Disadvantage:
CANCEL
So the final roll can become:
NORMAL
assuming no other sources apply.
This is an excellent example of:
MULTIPLE GENERAL RULES INTERACTING
PART FIFTEEN — REACH
Unless a rule says otherwise, a creature has:
5-FOOT REACH
This determines how far away you can normally target something with:
A MELEE ATTACK
and also matters for:
OPPORTUNITY ATTACKS
EXAMPLE
Normal Reach:
5 FEET
Enemy:
5 FEET AWAY
You can make a typical melee attack.
Enemy:
10 FEET AWAY
Normally:
OUTSIDE YOUR REACH
unless a weapon, creature trait, or other rule extends it.
REACH WEAPONS
Certain weapons have:
REACH
Their property adds:
5 FEET
to your Reach when attacking with that weapon.
It also modifies the Reach used for:
OPPORTUNITY ATTACKS WITH THAT WEAPON
EXAMPLE
Normal Reach:
5
Reach weapon:
+5
Reach while attacking with it:
10 FEET
IMPORTANT
Having one Reach weapon doesn't necessarily mean:
EVERY ATTACK YOU CAN MAKE NOW HAS 10-FOOT REACH
The weapon property applies when:
ATTACKING WITH THAT WEAPON
and when determining Opportunity Attack Reach:
WITH IT
PART SIXTEEN — REACTION
A:
REACTION
is a special action taken in response to:
A SPECIFIC TRIGGER
defined by the Reaction's rule.
WHEN CAN YOU TAKE IT?
You can take a Reaction:
ON ANOTHER CREATURE'S TURN
You can also take one:
ON YOUR OWN TURN
if its trigger occurs.
REACTION ON YOUR OWN TURN
Using a Reaction on your turn doesn't prevent you from also taking:
AN ACTION
A BONUS ACTION
or:
BOTH
provided you have them available.
HOW MANY?
After using a Reaction:
YOU CAN'T TAKE ANOTHER
until:
THE START OF YOUR NEXT TURN
EXAMPLE
Your turn begins.
Your Reaction becomes:
AVAILABLE
Later during an enemy's turn you make:
AN OPPORTUNITY ATTACK
Reaction used.
You can't use another Reaction until:
THE START OF YOUR NEXT TURN
IMPORTANT TIMING
The reset is:
START OF YOUR TURN
not:
END OF YOUR TURN
EVERY CREATURE HAS AN OPPORTUNITY ATTACK REACTION
The Opportunity Attack is a Reaction available to:
ALL CREATURES
subject to its trigger and requirements.
REACTION DOES NOT MEAN “FREE ACTION”
It is a limited resource.
If you spend it on:
AN OPPORTUNITY ATTACK
you may no longer have it for another Reaction feature before your next turn.
Choosing when to spend your Reaction is therefore part of:
ACTION ECONOMY
PART SEVENTEEN — READY [ACTION]
The:
READY ACTION
lets you prepare to act when a particular circumstance occurs.
You take Ready:
ON YOUR TURN
and potentially act later by using:
YOUR REACTION
before:
THE START OF YOUR NEXT TURN
STEP 1 — DEFINE A PERCEIVABLE TRIGGER
Choose something you could:
PERCEIVE
Examples:
“IF THE DOOR OPENS...”
“IF THE ORC ENTERS THE ROOM...”
“IF THE WIZARD RAISES THE CRYSTAL...”
The trigger can't merely be some unknowable event your character has:
NO WAY TO PERCEIVE
STEP 2 — CHOOSE YOUR RESPONSE
Choose either:
AN ACTION
you will take,
or:
MOVE UP TO YOUR SPEED
in response.
IMPORTANT
Ready doesn't say:
“READY A BONUS ACTION”
It gives you either:
AN ACTION
or:
MOVEMENT UP TO SPEED
as the prepared response.
STEP 3 — WAIT
Your turn continues and eventually ends.
STEP 4 — TRIGGER OCCURS
When the perceivable trigger finishes:
YOU CHOOSE
whether to:
USE YOUR REACTION
or:
IGNORE THE TRIGGER
YOU ARE NOT FORCED TO ACT
Suppose you Ready:
“IF THE DRAGON APPROACHES, I PULL THE LEVER.”
The dragon approaches.
You have changed your mind.
You may:
IGNORE THE TRIGGER
THE RESPONSE HAPPENS AFTER THE TRIGGER
The Ready rule says your Reaction occurs:
RIGHT AFTER THE TRIGGER FINISHES
This matters greatly.
EXAMPLE
Trigger:
“WHEN THE GOBLIN STEPS THROUGH THE DOOR, I ATTACK.”
The goblin first:
STEPS THROUGH THE DOOR
Then:
YOUR REACTION OCCURS
You don't attack before the triggering event unless another specific Reaction gives different timing.
IF THE TRIGGER NEVER OCCURS
The Readied option expires at:
THE START OF YOUR NEXT TURN
You don't carry it indefinitely into later rounds.
PART EIGHTEEN — READYING A SPELL
Readying a spell has additional rules.
First:
YOU CAST THE SPELL NOW
on your turn.
You expend:
THE NORMAL RESOURCES
at that time.
EXAMPLE
You Ready a level 3 spell.
The level 3 spell slot is expended:
WHEN YOU READY THE SPELL
not when the later trigger occurs.
CASTING TIME REQUIREMENT
A spell can be Readied only if its normal Casting Time is:
AN ACTION
CAN YOU READY MISTY STEP?
Casting Time:
BONUS ACTION
Therefore:
NO
not through the general Ready-a-spell rule.
CAN YOU READY SHIELD?
Casting Time:
REACTION
Again:
NO
The Ready spell rule requires:
CASTING TIME OF AN ACTION
HOLDING THE MAGIC REQUIRES CONCENTRATION
After casting the spell:
YOU HOLD ITS ENERGY
That requires:
CONCENTRATION
until no later than:
THE START OF YOUR NEXT TURN
EVEN IF THE SPELL NORMALLY DOESN'T REQUIRE CONCENTRATION
This is crucial.
Suppose you Ready:
FIRE BOLT
Fire Bolt normally has:
NO CONCENTRATION DURATION
But while holding the readied spell:
YOU MUST CONCENTRATE
EXISTING CONCENTRATION
Suppose you're already concentrating on:
FLY
Then you Ready Fire Bolt.
Holding the readied spell requires:
CONCENTRATION
So your existing Fly Concentration:
ENDS
because you can maintain only:
ONE CONCENTRATION EFFECT
CONCENTRATION BREAKS BEFORE TRIGGER
The spell:
DISSIPATES
and:
HAS NO EFFECT
The resources used to cast it have already been:
EXPENDED
They are not refunded.
TRIGGER OCCURS
Use:
YOUR REACTION
to release the held spell.
NO REACTION AVAILABLE?
Then you can't release it through the Ready response.
That is why using another Reaction while holding a readied spell can be:
A MAJOR DECISION
PART NINETEEN — RESISTANCE
If you have:
RESISTANCE
to a damage type, damage of that type is:
HALVED
against you.
Always:
ROUND DOWN
EXAMPLE 1
Fire damage:
20
Fire Resistance:
20 ÷ 2 =
10 DAMAGE
EXAMPLE 2
Fire damage:
21
21 ÷ 2 = 10.5
Round down:
10 DAMAGE
RESISTANCE APPLIES ONLY ONCE TO AN INSTANCE OF DAMAGE
Suppose you somehow have:
TWO SOURCES OF FIRE RESISTANCE
You don't halve:
TWICE
The Resistance is applied:
ONCE
to that instance.
EXAMPLE
Incoming Fire damage:
40
Two separate Fire Resistance sources.
Result:
20 DAMAGE
Not:
40 ÷ 2 ÷ 2 = 10.
RESISTANCE TO ALL DAMAGE + SPECIFIC RESISTANCE
Suppose you have:
RESISTANCE TO ALL DAMAGE
and also:
FIRE RESISTANCE
Incoming Fire:
30
Result:
15
not:
7
after repeated halving.
Multiple relevant Resistances don't stack.
RESISTANCE AND VULNERABILITY
The detailed Damage rules establish the order:
1 — OTHER ADJUSTMENTS
2 — RESISTANCE
3 — VULNERABILITY
EXAMPLE
Incoming Fire:
28
Magical effect reduces damage by:
5
First:
28 − 5 =
23
Creature has Fire Resistance:
23 ÷ 2 = 11.5
Round down:
11
Creature also has Fire Vulnerability:
11 × 2 =
22
Final:
22 FIRE DAMAGE
RESISTANCE IS NOT IMMUNITY
Resistance
HALF DAMAGE
Immunity
NO EFFECT FROM THAT DAMAGE TYPE
Do not confuse them.
PART TWENTY — RESTRAINED [CONDITION]
While:
RESTRAINED
you suffer three major effects.
EFFECT 1 — SPEED 0
Your Speed becomes:
0
and:
CAN'T INCREASE
EFFECT 2 — ATTACK ROLLS
Attack Rolls against you have:
ADVANTAGE
Your own Attack Rolls have:
DISADVANTAGE
EFFECT 3 — DEXTERITY SAVES
You have:
DISADVANTAGE
on:
DEXTERITY SAVING THROWS
WHAT RESTRAINED DOES NOT DO
Restrained does not itself give you:
INCAPACITATED
Therefore you can still potentially:
TAKE ACTIONS
TAKE BONUS ACTIONS
TAKE REACTIONS
SPEAK
CAST SPELLS
provided the spell's requirements can be met and no other rule prevents it.
EXAMPLE
A Wizard is Restrained by magical vines.
Can the Wizard cast a spell?
POSSIBLY YES
Restrained itself doesn't prohibit spellcasting.
But if the spell requires:
AN ATTACK ROLL
that Spell Attack has:
DISADVANTAGE
If the effect instead forces an enemy to make:
A SAVING THROW
Restrained doesn't automatically impose a penalty on the enemy's save.
RESTRAINED VS GRAPPLED
Compare:
| Effect | Grappled | Restrained |
|---|---|---|
| Speed 0 | Yes | Yes |
| Can't increase Speed | Yes | Yes |
| Own attacks Disadvantage | Only against targets other than grappler | All attacks |
| Attacks against you Advantage | No general Grappled effect | Yes |
| Dex saves Disadvantage | No | Yes |
| Incapacitated | No | No |
Restrained is generally:
MORE SEVERE
than Grappled.
PART TWENTY-ONE — RITUAL
If you have a spell:
PREPARED
and that spell has:
THE RITUAL TAG
you can cast it:
AS A RITUAL
EXTRA CASTING TIME
The Ritual version takes:
10 MINUTES LONGER
than the spell's normal Casting Time.
EXAMPLE
Normal Casting Time:
ACTION
Ritual version:
10 MINUTES + THE NORMAL CASTING TIME
In practical play, that means it isn't usually an immediate combat option.
NO SPELL SLOT
A Ritual:
DOESN'T EXPEND A SPELL SLOT
CONSEQUENCE
Since no spell slot is used:
THE RITUAL VERSION CAN'T BE CAST AT A HIGHER LEVEL
EXAMPLE
A level 1 Ritual spell has an effect that improves when cast using:
A HIGHER-LEVEL SPELL SLOT
If you cast it as a Ritual:
NO SLOT IS SPENT
Therefore:
NO HIGHER-LEVEL CASTING
GENERAL RULE REQUIRES PREPARED
The glossary says the spell must be:
PREPARED
SPECIFIC EXCEPTION — WIZARD
Earlier in this course we learned that the Wizard's:
RITUAL ADEPT
feature provides a specific exception for Wizard Ritual spells in the spellbook.
That feature can allow the Wizard to cast a qualifying spell as a Ritual:
WITHOUT HAVING IT PREPARED
provided the feature's own requirements are satisfied.
This is a perfect example of:
SPECIFIC RULE OVERRIDES GENERAL RULE
RITUAL AND LONG CASTING
Because Ritual casting adds:
10 MINUTES
a Ritual becomes a spell with a long casting time.
Therefore the long-casting rules apply:
MAGIC ACTION EACH TURN
and:
CONCENTRATION DURING THE CASTING
If that Concentration is broken:
SPELL FAILS
and because a Ritual spends no slot:
THERE IS NO SPELL SLOT TO LOSE
PART TWENTY-TWO — ROUND DOWN
The default arithmetic rule is:
ROUND DOWN
Whenever you:
DIVIDE
or:
MULTIPLY
a number and produce a fraction:
ROUND DOWN
even if the fraction is:
ONE-HALF OR GREATER
EXAMPLE 1
5 ÷ 2 =
2.5
Round down:
2
EXAMPLE 2
7 ÷ 2 =
3.5
Round down:
3
EXAMPLE 3 — RESISTANCE
23 damage divided by 2:
11.5
Final:
11
EXAMPLE 4 — STANDING FROM PRONE
Speed:
25
Half:
12.5
Round down:
12 FEET
SPECIFIC EXCEPTIONS
Some rules explicitly tell you to:
ROUND UP
When a specific rule does that:
FOLLOW THE SPECIFIC RULE
Example from multiclassing:
some calculations explicitly tell you which direction to round.
The default remains:
ROUND DOWN
PART TWENTY-THREE — PARALYZED VS RESTRAINED VS PRONE
These conditions are often confused.
PRONE
You:
CAN ACT
but:
YOUR ATTACKS HAVE DISADVANTAGE
Standing requires:
HALF SPEED
Attacks against you depend on:
ATTACKER DISTANCE
RESTRAINED
You:
CAN ACT
but:
SPEED 0
OWN ATTACKS DISADVANTAGE
ATTACKS AGAINST YOU ADVANTAGE
DEX SAVES DISADVANTAGE
PARALYZED
Much more severe:
INCAPACITATED
SPEED 0
AUTO FAIL STR/DEX SAVES
ATTACKS AGAINST YOU ADVANTAGE
CLOSE HITS AUTOMATICALLY CRIT
COMPARISON TABLE
| Rule | Prone | Restrained | Paralyzed |
|---|---|---|---|
| Speed 0 | No | Yes | Yes |
| Can act | Yes | Yes | No |
| Own attacks Disadvantage | Yes | Yes | Can't normally act |
| Attacks against you Advantage | Within 5 ft only | Yes | Yes |
| Dex saves Disadvantage | No | Yes | Automatic failure |
| Str saves automatic failure | No | No | Yes |
| Close hits auto crit | No | No | Yes |
| Breaks Concentration automatically | No | No | Yes, via Incapacitated |
PART TWENTY-FOUR — PRONE + SPEED 0
This interaction is simple but important.
To stand from Prone, you spend:
HALF YOUR SPEED
But Prone also says:
IF SPEED IS 0, YOU CAN'T RIGHT YOURSELF
EXAMPLE
A creature is:
PRONE
and:
RESTRAINED
Restrained gives:
SPEED 0
Can it stand?
NO
It remains Prone until its Speed is no longer 0 or another rule changes the situation.
GRAPPLED + PRONE
Same concept.
Grappled gives:
SPEED 0
If the Grappled creature is also:
PRONE
it can't stand while that Speed-0 effect persists.
This combination can be tactically powerful.
PART TWENTY-FIVE — OPPORTUNITY ATTACK + REACTION
Opportunity Attacks use:
YOUR REACTION
So every Opportunity Attack creates an important decision.
EXAMPLE
A Wizard has a Reaction spell available.
An enemy begins leaving the Wizard's Reach.
The Wizard could potentially use the Reaction for:
OPPORTUNITY ATTACK
If they do:
REACTION IS SPENT
They can't later use another Reaction before:
THE START OF THEIR NEXT TURN
ACTION ECONOMY LESSON
A Reaction is not:
FREE
It is one limited decision window.
Sometimes allowing an enemy to move away is strategically better than spending your Reaction if you're saving it for:
SOMETHING MORE IMPORTANT
PART TWENTY-SIX — READY + REACTION
The Ready action uses:
YOUR ACTION NOW
to create a possible:
REACTION LATER
So the cost is actually:
ACTION + POSSIBLE REACTION
EXAMPLE
Fighter uses:
READY
Trigger:
“WHEN THE GOBLIN OPENS THE DOOR, I ATTACK IT.”
The Fighter's normal Action is:
ALREADY SPENT
If the trigger occurs:
REACTION
makes the chosen attack.
If the trigger never occurs:
NO ATTACK HAPPENS
The Action has still been:
USED
EXTRA ATTACK?
Suppose the Fighter normally makes two attacks when taking:
THE ATTACK ACTION
Can the Fighter Ready the Attack action?
The Ready rule lets you choose:
AN ACTION
for the response.
However, Extra Attack normally functions when you take the Attack action on your turn.
A Readied Attack occurs through a Reaction:
OUTSIDE THAT NORMAL ON-YOUR-TURN USE
So don't automatically assume the full Extra Attack routine transfers to the Reaction.
Follow the specific Extra Attack feature's timing.
This is another example of:
READING FEATURE WORDING TOGETHER WITH READY
PART TWENTY-SEVEN — READY SPELL + CONCENTRATION
This deserves its own tactical example.
Wizard is concentrating on:
HASTE
The Wizard wants to Ready:
FIRE BOLT
STEP 1
Take:
READY ACTION
STEP 2
Cast Fire Bolt immediately.
STEP 3
Holding Fire Bolt requires:
CONCENTRATION
STEP 4
You were already concentrating on:
HASTE
Starting the new Concentration means:
HASTE ENDS
STEP 5
Now you hold Fire Bolt until:
-
the trigger occurs,
-
Concentration breaks,
-
or the start of your next turn arrives.
This means Readying a spell can have a much larger cost than:
“I'LL JUST WAIT TO CAST IT LATER”
Mechanically:
YOU ALREADY CAST IT
and are:
HOLDING ITS ENERGY
PART TWENTY-EIGHT — PASSIVE PERCEPTION + LIGHTLY OBSCURED
Passive Perception uses:
WISDOM (PERCEPTION) CHECK BONUS
Advantage on those checks gives:
+5
Disadvantage gives:
−5
EXAMPLE
Passive Perception normally:
16
The creature is trying to perceive something in:
DIM LIGHT
Dim Light is:
LIGHTLY OBSCURED
Lightly Obscured gives Disadvantage on:
WISDOM (PERCEPTION) CHECKS TO SEE
Therefore, when that Disadvantage applies to the relevant Perception:
Passive Perception:
16 − 5 =
11
This is why lighting matters even when:
NO ONE IS ACTIVELY ROLLING
PART TWENTY-NINE — PASSIVE PERCEPTION + ADVANTAGE
Normal Passive Perception:
14
A feature grants Advantage on relevant Wisdom (Perception) checks.
Passive:
14 + 5 =
19
No dice are rolled.
The:
+5
represents the effect of Advantage on the passive score.
PART THIRTY — PETRIFIED + DAMAGE
A Petrified creature has:
RESISTANCE TO ALL DAMAGE
Suppose an attack deals:
18 BLUDGEONING
plus:
9 FIRE
These are separate damage components.
Apply Resistance to each relevant instance as required by the damage rules.
Bludgeoning:
18 ÷ 2 =
9
Fire:
9 ÷ 2 = 4.5
Round down:
4
Total HP loss:
13
The creature is extremely resistant to damage.
But it isn't automatically:
INVULNERABLE
PART THIRTY-ONE — POISONED + ATTACKS + SAVES
A Poisoned Fighter has:
DISADVANTAGE ON ATTACK ROLLS
and:
DISADVANTAGE ON ABILITY CHECKS
ATTACK
Disadvantage:
YES
ATHLETICS CHECK
Disadvantage:
YES
CONSTITUTION SAVE
Disadvantage:
NO
not from Poisoned.
DEATH SAVE
Disadvantage:
NO
not from Poisoned.
This is another reason to distinguish:
D20 TEST
from:
WHICH TYPE OF D20 TEST A CONDITION ACTUALLY AFFECTS
PART THIRTY-TWO — RESISTANCE + ROUND DOWN
These glossary entries frequently work together.
EXAMPLE
Damage:
17
Resistance:
17 ÷ 2 = 8.5
Round down:
8
EXAMPLE
Damage:
1
Resistance:
1 ÷ 2 = 0.5
Round down:
0
Yes, Resistance can reduce:
1 DAMAGE TO 0
because the general rule rounds down.
PART THIRTY-THREE — COMMON BEGINNER MISTAKES
MISTAKE 1 — THINKING NPC MEANS ENEMY
An NPC is a named, distinct GM-controlled character.
It can be:
FRIENDLY
MISTAKE 2 — TREATING AN ENTIRE BUILDING AS ONE OBJECT AUTOMATICALLY
Composite things such as buildings consist of:
MULTIPLE OBJECTS
MISTAKE 3 — THINKING ONLY CREATURES CAN OCCUPY SPACES
A space completely filled by objects is also:
OCCUPIED
MISTAKE 4 — MAKING OPPORTUNITY ATTACKS AGAINST CREATURES YOU CAN'T SEE
You must:
SEE THE CREATURE
MISTAKE 5 — MAKING AN OPPORTUNITY ATTACK WHEN A CREATURE ENTERS YOUR REACH
The normal trigger is:
LEAVING YOUR REACH
not entering it.
MISTAKE 6 — MAKING AN OPPORTUNITY ATTACK AFTER THE CREATURE HAS ALREADY LEFT
The attack occurs:
RIGHT BEFORE IT LEAVES
MISTAKE 7 — USING EXTRA ATTACK WITH A NORMAL OPPORTUNITY ATTACK
The Opportunity Attack grants:
ONE MELEE ATTACK
not a full Attack action.
MISTAKE 8 — PROVOKING AN OPPORTUNITY ATTACK FROM TELEPORTATION
Normal Teleportation:
DOESN'T PROVOKE
MISTAKE 9 — PROVOKING FROM EVERY INSTANCE OF FORCED MOVEMENT
Movement that doesn't use the listed movement resources:
DOESN'T NORMALLY PROVOKE
MISTAKE 10 — FORGETTING MOVEMENT USING A REACTION CAN QUALIFY
The SRD 5.2.1 trigger explicitly includes:
REACTION
MISTAKE 11 — THINKING PARALYZED ONLY MEANS SPEED 0
It also includes:
INCAPACITATED
AUTO FAIL STR/DEX SAVES
ATTACK ADVANTAGE
CLOSE-RANGE AUTO CRITICALS
MISTAKE 12 — AUTOMATICALLY FAILING EVERY SAVE WHILE PARALYZED
Only:
STRENGTH
and:
DEXTERITY
MISTAKE 13 — MAKING EVERY HIT AGAINST PARALYZED AN AUTOMATIC CRIT
Attacker must be:
WITHIN 5 FEET
MISTAKE 14 — THINKING PASSIVE PERCEPTION IS A D20 ROLL
It is:
A SCORE
MISTAKE 15 — CALCULATING PASSIVE PERCEPTION AS 10 + WISDOM MODIFIER ONLY
Use:
10 + FULL WISDOM (PERCEPTION) CHECK BONUS
That can include proficiency or other modifiers.
MISTAKE 16 — IGNORING ADVANTAGE OR DISADVANTAGE ON PASSIVE PERCEPTION
Advantage:
+5
Disadvantage:
−5
MISTAKE 17 — RESETTING “PER DAY” ABILITIES AT MIDNIGHT
The glossary ties replenishment to:
FINISHING A LONG REST
MISTAKE 18 — THINKING PETRIFIED MAKES YOU WEIGHTLESS
Your weight becomes:
TEN TIMES GREATER
MISTAKE 19 — THINKING PETRIFIED CREATURES KEEP AGING
They:
CEASE AGING
MISTAKE 20 — THINKING PETRIFIED MEANS IMMUNE TO ALL DAMAGE
It gives:
RESISTANCE TO ALL DAMAGE
not damage Immunity.
MISTAKE 21 — TURNING PETRIFIED'S POISONED IMMUNITY INTO POISON-DAMAGE IMMUNITY
The condition specifies:
POISONED CONDITION IMMUNITY
MISTAKE 22 — THINKING PLAYER CHARACTER MEANS “ANY IMPORTANT CHARACTER”
It specifically means:
CHARACTER CONTROLLED BY A PLAYER
MISTAKE 23 — APPLYING POISONED TO SAVING THROWS
Poisoned affects:
ATTACK ROLLS
and:
ABILITY CHECKS
not saves.
MISTAKE 24 — CONFUSING POISON DAMAGE WITH POISONED
One is:
DAMAGE TYPE
The other is:
CONDITION
MISTAKE 25 — INVENTING UNIVERSAL POSSESSION RULES
The effect causing possession tells you:
HOW THAT POSSESSION WORKS
MISTAKE 26 — ADDING PROFICIENCY BONUS TO EVERYTHING
You add it when:
YOUR PROFICIENCY IS RELEVANT
MISTAKE 27 — ADDING PROFICIENCY BONUS TWICE
PB normally:
DOESN'T STACK WITH ITSELF
MISTAKE 28 — STANDING FROM PRONE USING HALF YOUR REMAINING MOVEMENT
The cost is:
HALF YOUR SPEED
MISTAKE 29 — ROUNDING HALF SPEED UP
Default:
ROUND DOWN
MISTAKE 30 — STANDING WHILE SPEED 0
You:
CAN'T
MISTAKE 31 — THINKING ALL MELEE ATTACKS HAVE ADVANTAGE AGAINST PRONE
Attacker must be:
WITHIN 5 FEET
MISTAKE 32 — THINKING ALL RANGED ATTACKS HAVE DISADVANTAGE AGAINST PRONE
If the ranged attacker is within:
5 FEET
Prone itself gives that attacker:
ADVANTAGE
Other rules may also impose Disadvantage.
MISTAKE 33 — THINKING EVERY CREATURE HAS 10-FOOT REACH
Default:
5 FEET
MISTAKE 34 — USING ONE REACTION PER ROUND REGARDLESS OF TURN RESET
Your Reaction refreshes at:
START OF YOUR TURN
MISTAKE 35 — THINKING YOU CAN'T USE A REACTION ON YOUR OWN TURN
You can if:
ITS TRIGGER OCCURS
MISTAKE 36 — TAKING TWO REACTIONS BEFORE YOUR NEXT TURN
Normally:
NO
MISTAKE 37 — READYING AN IMPERCEPTIBLE TRIGGER
The trigger must be:
PERCEIVABLE
MISTAKE 38 — THINKING THE READIED RESPONSE INTERRUPTS THE MIDDLE OF THE TRIGGER
The normal Ready response occurs:
AFTER THE TRIGGER FINISHES
MISTAKE 39 — BEING FORCED TO USE YOUR READIED RESPONSE
You can:
IGNORE THE TRIGGER
MISTAKE 40 — READYING A BONUS ACTION
The general Ready rule gives:
AN ACTION
or:
MOVEMENT
MISTAKE 41 — READYING ANY SPELL
A Readied spell must normally have Casting Time:
ACTION
MISTAKE 42 — SPENDING THE SPELL SLOT ONLY WHEN THE TRIGGER OCCURS
You cast the Readied spell:
IMMEDIATELY
and spend resources:
THEN
MISTAKE 43 — THINKING A READIED NON-CONCENTRATION SPELL REQUIRES NO CONCENTRATION
Holding any Readied spell requires:
CONCENTRATION
MISTAKE 44 — REFUNDING THE SPELL SLOT IF READIED CONCENTRATION BREAKS
The spell:
DISSIPATES
The already-spent resources are:
NOT REFUNDED
MISTAKE 45 — STACKING MULTIPLE RESISTANCES
Resistance applies:
ONCE PER DAMAGE INSTANCE
MISTAKE 46 — ROUNDING RESISTANCE UP
Always:
ROUND DOWN
MISTAKE 47 — CONFUSING RESISTANCE WITH IMMUNITY
Resistance:
HALF
Immunity:
NO EFFECT
MISTAKE 48 — THINKING RESTRAINED MEANS INCAPACITATED
It doesn't.
MISTAKE 49 — FORGETTING RESTRAINED AFFECTS DEXTERITY SAVES
They have:
DISADVANTAGE
MISTAKE 50 — THINKING A RESTRAINED CREATURE CAN'T CAST ANY SPELL
Restrained itself doesn't prohibit spellcasting.
MISTAKE 51 — CASTING ANY PREPARED SPELL AS A RITUAL
It must also have:
RITUAL TAG
MISTAKE 52 — CASTING A RITUAL AT A HIGHER LEVEL
Ritual:
SPENDS NO SLOT
Therefore:
CAN'T BE UPCAST
MISTAKE 53 — FORGETTING THE EXTRA TEN MINUTES
Ritual version:
NORMAL CASTING TIME + 10 MINUTES
MISTAKE 54 — IGNORING SPECIFIC CLASS EXCEPTIONS
The Wizard's Ritual Adept is one example where:
SPECIFIC OVERRIDES GENERAL
MISTAKE 55 — ROUNDING .5 UP BY DEFAULT
SRD default:
ROUND DOWN
even when the fractional portion is:
ONE-HALF OR GREATER
QUICK RECAP
N
Nonplayer Character
A GM-controlled monster with:
PERSONAL NAME + DISTINCT PERSONALITY
O
Object
A:
NONLIVING DISTINCT THING
Composite structures can contain:
MULTIPLE OBJECTS
Occupied Space
Occupied by:
A CREATURE
or completely filled by:
OBJECTS
Opportunity Attacks
Trigger when a visible creature leaves your Reach using:
ACTION
BONUS ACTION
REACTION
or:
ONE OF ITS SPEEDS
Response:
REACTION → ONE MELEE ATTACK
Attack occurs:
BEFORE IT LEAVES
P
Paralyzed
INCAPACITATED
SPEED 0
AUTO FAIL STR/DEX SAVES
ATTACKS AGAINST ADVANTAGE
HITS FROM WITHIN 5 FEET ARE CRITICAL HITS
Passive Perception
10 + WISDOM (PERCEPTION) CHECK BONUS
Advantage:
+5
Disadvantage:
−5
Per Day
Uses refresh through:
FINISHING A LONG REST
after uses are exhausted.
Petrified
SOLID INANIMATE SUBSTANCE
WEIGHT ×10
NO AGING
INCAPACITATED
SPEED 0
ATTACKS AGAINST ADVANTAGE
AUTO FAIL STR/DEX SAVES
RESISTANCE TO ALL DAMAGE
IMMUNITY TO POISONED
Player Character
Character controlled by:
A PLAYER
Poisoned
Disadvantage on:
ATTACK ROLLS
and:
ABILITY CHECKS
Possession
The causing effect defines:
HOW IT WORKS
Proficiency
Relevant proficiency allows:
PROFICIENCY BONUS
on the associated D20 Test.
Prone
CRAWL OR STAND
Standing:
HALF SPEED, ROUND DOWN
Own attacks:
DISADVANTAGE
Attacks against:
ADVANTAGE WITHIN 5 FEET
DISADVANTAGE OTHERWISE
R
Reach
Default:
5 FEET
unless another rule says otherwise.
Reaction
Triggered special action.
Normal limit:
ONE UNTIL START OF YOUR NEXT TURN
Ready
Use:
ACTION NOW
Prepare:
ACTION OR MOVEMENT
Execute later with:
REACTION
Readied Spell
CAST NOW
RESOURCES SPENT NOW
ACTION CASTING TIME ONLY
CONCENTRATION WHILE HELD
REACTION TO RELEASE
Resistance
HALF RELEVANT DAMAGE
ROUND DOWN
ONLY ONCE PER INSTANCE
Restrained
SPEED 0
ATTACKS AGAINST ADVANTAGE
OWN ATTACKS DISADVANTAGE
DEX SAVES DISADVANTAGE
Ritual
Prepared spell with:
RITUAL TAG
Casting Time:
+10 MINUTES
Spell slot:
NONE
Higher-level casting:
NO
Round Down
Fractions:
ROUND DOWN
unless a rule specifically says otherwise.
PRIME HERO CHALLENGE
A level 8 Fighter has:
Strength: 18
Dexterity: 14
Speed: 30 feet
Reach: 5 feet
Proficiency Bonus: +3
Passive Perception: 15
Resolve the following situations.
CHALLENGE 1 — PRONE
The Fighter falls Prone.
How much movement is required to stand?
30 ÷ 2 =
15 FEET
CHALLENGE 2 — PRONE + SPEED 0
The Fighter becomes Grappled while Prone.
Grappled Speed:
0
Can the Fighter stand?
NO
CHALLENGE 3 — OPPORTUNITY ATTACK
An enemy the Fighter can see moves from:
5 FEET AWAY
to:
10 FEET AWAY
using its Speed.
Trigger?
YES
The Fighter may spend:
REACTION
to make:
ONE MELEE ATTACK
The attack occurs:
BEFORE THE ENEMY LEAVES REACH
CHALLENGE 4 — FORCED MOVEMENT
An explosion throws the same enemy:
20 FEET AWAY
without the enemy using its movement, Action, Bonus Action, or Reaction.
Opportunity Attack?
NO
CHALLENGE 5 — PARALYZED TARGET
The Fighter attacks a Paralyzed enemy from:
5 FEET
Attack Roll:
ADVANTAGE
If it hits:
CRITICAL HIT
CHALLENGE 6 — REACH WEAPON
The Fighter instead attacks that Paralyzed enemy from:
10 FEET
with a Reach weapon.
Attack:
ADVANTAGE
Automatic Critical Hit from Paralyzed?
NO
because the attacker isn't:
WITHIN 5 FEET
CHALLENGE 7 — PASSIVE PERCEPTION
Passive Perception:
15
A circumstance gives Advantage on Wisdom (Perception).
New Passive Perception:
15 + 5 =
20
CHALLENGE 8 — PETRIFIED
The Fighter becomes Petrified.
Incoming Slashing damage:
27
Resistance to all damage:
27 ÷ 2 = 13.5
Round down:
13 DAMAGE
CHALLENGE 9 — POISONED
The Fighter is Poisoned.
Weapon Attack Roll:
DISADVANTAGE
Strength (Athletics):
DISADVANTAGE
Constitution Saving Throw:
NORMAL
from Poisoned alone.
CHALLENGE 10 — READY
The Fighter says:
“IF THE CULTIST COMES THROUGH THE DOOR, I ATTACK.”
Action spent:
READY
Cultist later enters.
The Fighter can spend:
REACTION
after the trigger finishes to make the prepared response.
CHALLENGE 11 — REACTION ALREADY USED
Before the cultist enters, the Fighter uses an Opportunity Attack.
Can the Fighter later execute the Readied response before the start of their next turn?
NO
because the Reaction has already been:
SPENT
CHALLENGE 12 — RESISTANCE
A creature has Fire Resistance.
Incoming Fire:
35
35 ÷ 2 = 17.5
Round down:
17 DAMAGE
CHALLENGE 13 — DOUBLE RESISTANCE
The creature has two different sources of Fire Resistance.
Incoming Fire:
35
Final:
17
not:
8
because Resistance applies only:
ONCE
to the damage instance.
CHALLENGE 14 — RESTRAINED
The Fighter becomes Restrained.
Speed:
0
Fighter's Attack Rolls:
DISADVANTAGE
Attacks against Fighter:
ADVANTAGE
Dexterity Saves:
DISADVANTAGE
Can the Fighter still take an Action?
YES
Restrained doesn't itself impose:
INCAPACITATED
CHALLENGE 15 — ROUND DOWN
Speed:
25 FEET
Prone standing cost:
25 ÷ 2 = 12.5
Default rounding:
12 FEET
LESSON 89 — KEY TAKEAWAYS
The N–R glossary block is filled with rules that determine positioning, perception, conditions, and reaction timing.
Remember especially:
AN NPC IS A NAMED GM-CONTROLLED CHARACTER WITH A DISTINCT PERSONALITY
AN OBJECT IS A NONLIVING DISTINCT THING
BUILDINGS CAN CONTAIN MULTIPLE OBJECTS
A SPACE CAN BE OCCUPIED BY A CREATURE OR COMPLETELY FILLED BY OBJECTS
OPPORTUNITY ATTACKS REQUIRE YOU TO SEE THE CREATURE
THEY TRIGGER WHEN A CREATURE LEAVES YOUR REACH USING ITS ACTION, BONUS ACTION, REACTION, OR A SPEED
AN OPPORTUNITY ATTACK IS ONE MELEE ATTACK, NOT THE ATTACK ACTION
TELEPORTATION AND ORDINARY FORCED MOVEMENT DON'T NORMALLY PROVOKE
PARALYZED INCLUDES INCAPACITATED
PARALYZED AUTOMATICALLY FAILS STRENGTH AND DEXTERITY SAVES
ATTACKS AGAINST PARALYZED CREATURES HAVE ADVANTAGE
A HIT AGAINST A PARALYZED CREATURE IS AUTOMATICALLY CRITICAL IF THE ATTACKER IS WITHIN 5 FEET
PASSIVE PERCEPTION IS 10 + THE FULL WISDOM (PERCEPTION) CHECK BONUS
ADVANTAGE ADDS 5 TO PASSIVE PERCEPTION
DISADVANTAGE SUBTRACTS 5
“PER DAY” RECHARGES THROUGH A LONG REST
PETRIFIED MULTIPLIES WEIGHT BY TEN AND STOPS AGING
PETRIFIED GRANTS RESISTANCE TO ALL DAMAGE
PETRIFIED GRANTS IMMUNITY TO THE POISONED CONDITION
POISONED AFFECTS ATTACK ROLLS AND ABILITY CHECKS, NOT SAVING THROWS
POSSESSION USES THE RULES OF THE EFFECT THAT CREATED IT
PROFICIENCY ALLOWS YOU TO ADD YOUR PROFICIENCY BONUS WHEN RELEVANT
PRONE COSTS HALF YOUR SPEED TO END
SPEED 0 PREVENTS YOU FROM STANDING FROM PRONE
PRONE ATTACK MODIFIERS DEPEND ON WHETHER THE ATTACKER IS WITHIN 5 FEET
DEFAULT REACH IS 5 FEET
A REACTION CAN HAPPEN ON YOUR TURN OR SOMEONE ELSE'S TURN
AFTER USING A REACTION, YOU DON'T GET ANOTHER UNTIL THE START OF YOUR NEXT TURN
READY USES YOUR ACTION NOW AND YOUR REACTION LATER
THE READY TRIGGER MUST BE PERCEIVABLE
A NORMAL READIED RESPONSE HAPPENS AFTER THE TRIGGER FINISHES
YOU CAN IGNORE A READIED TRIGGER
A READIED SPELL IS CAST AND PAID FOR WHEN YOU READY IT
ONLY ACTION-CASTING-TIME SPELLS CAN NORMALLY BE READIED
HOLDING A READIED SPELL REQUIRES CONCENTRATION
RESISTANCE HALVES DAMAGE AND ROUNDS DOWN
MULTIPLE RESISTANCES TO THE SAME DAMAGE DON'T STACK
RESTRAINED IS NOT THE SAME AS INCAPACITATED
RITUAL CASTING ADDS TEN MINUTES AND SPENDS NO SPELL SLOT
RITUAL SPELLS CAN'T BE UPCAST THROUGH RITUAL CASTING
and:
WHEN THE GAME PRODUCES A FRACTION, THE DEFAULT RULE IS ROUND DOWN
unless a specific rule explicitly tells you otherwise.
NEXT LESSON
LESSON 90 — RULES GLOSSARY S–Z
The next lesson completes the entire Rules Glossary.
We will cover every remaining official term from:
S
through:
Z
including:
SAVING THROWS
SEARCH
SHORT RESTS
SPEED
SPHERES
STABLE
STUDY
STUNNED
SUFFOCATION
SWIMMING
TELEPATHY
TELEPORTATION
TEMPORARY HIT POINTS
TREMORSENSE
TRUESIGHT
UNCONSCIOUS
UNARMED STRIKES
UTILIZE
VULNERABILITY
and:
EVERY OTHER SRD 5.2.1 GLOSSARY ENTRY THROUGH Z
After Lesson 90, the Rules Glossary section of the course will be complete, and Lesson 91 will begin the:
GAMEPLAY TOOLBOX
with:
ADVANCED TRAVEL RULES
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.