Secret Lesson 90

Rules Glossary S to Z

Lesson 89 carried the Rules Glossary through:

N TO R

Now we reach the final alphabetical section:

S TO Z

This lesson completes the entire SRD 5.2.1 Rules Glossary.

The remaining entries include some of the most important concepts in the whole game:

SAVING THROWS

SEARCHING

SHAPE SHIFTING

SHORT RESTS

SPEED

SPELL ATTACKS

STABILITY AT 0 HIT POINTS

STUDYING

STUNNED

SUFFOCATION

SURPRISE

SWIMMING

TELEPATHY

TELEPORTATION

TEMPORARY HIT POINTS

TREMORSENSE

TRUESIGHT

UNARMED STRIKES

UNCONSCIOUS

UTILIZING OBJECTS

VULNERABILITY

and:

WEAPON ATTACKS

These terms connect almost every major system we have learned so far.

PART ONE: COMPLETE S TO Z GLOSSARY INDEX

S

  1. Save

  2. Saving Throw

  3. Search [Action]

  4. Shape Shifting

  5. Short Rest

  6. Simultaneous Effects

  7. Size

  8. Skill

  9. Speed

  10. Spell

  11. Spell Attack

  12. Spellcasting Focus

  13. Sphere [Area of Effect]

  14. Stable

  15. Stat Block

  16. Study [Action]

  17. Stunned [Condition]

  18. Suffocation [Hazard]

  19. Surprise

  20. Swimming

  21. Swim Speed

T

  1. Target

  2. Telepathy

  3. Teleportation

  4. Temporary Hit Points

  5. Tremorsense

  6. Truesight

U

  1. Unarmed Strike

  2. Unconscious [Condition]

  3. Unoccupied Space

  4. Utilize [Action]

V

  1. Vulnerability

W

  1. Weapon

  2. Weapon Attack

There are no glossary entries beginning with:

X

Y

or:

Z

after Weapon Attack, the Rules Glossary ends and the SRD proceeds to the:

GAMEPLAY TOOLBOX

 

PART TWO: SAVE

SAVE

is simply another name for:

SAVING THROW

The two terms mean the same thing in the rules.

If a rule says:

MAKE A SAVE

it is telling you to make:

A SAVING THROW

PART THREE: SAVING THROW

A Saving Throw represents an attempt to:

AVOID

or:

RESIST

a threat.

Normally, you make a Saving Throw only when:

A RULE REQUIRES ONE

 

This is different from an Ability Check, where the GM may determine that an uncertain task requires a check.

A Saving Throw normally happens because:

SOMETHING IS HAPPENING TO YOU

THE EFFECT TELLS YOU WHICH ABILITY TO USE

THE EFFECT TELLS YOU WHAT HAPPENS ON SUCCESS OR FAILURE

EXAMPLE

A spell requires:

DEXTERITY SAVING THROW

Your Dexterity modifier:

+3

You are proficient in Dexterity Saving Throws.

Proficiency Bonus:

+3

Roll:

11

Total:

11 + 3 + 3 =

17

If the DC is:

15

you succeed.

THE EFFECT DECIDES WHAT SUCCESS MEANS

Success does not universally mean:

NO EFFECT

A spell might say:

HALF DAMAGE ON SUCCESS

Another effect might say:

NO EFFECT ON SUCCESS

Another might impose:

A DIFFERENT CONSEQUENCE

Always read:

THE EFFECT THAT CAUSED THE SAVE

YOU CAN CHOOSE TO FAIL

SRD 5.2.1 explicitly allows you to:

CHOOSE TO FAIL A SAVING THROW

without rolling.

This can matter when:

YOU WANT AN EFFECT TO AFFECT YOU

or:

RESISTING WOULD BE UNHELPFUL

EXAMPLE

A trusted ally creates an effect requiring a Saving Throw.

You want to accept that effect.

If no more specific rule prevents it:

YOU MAY CHOOSE TO FAIL

instead of rolling.

MISSING ABILITY SCORE

If a target is forced to make a Saving Throw but:

LACKS THE ABILITY SCORE USED BY THAT SAVE

the target:

AUTOMATICALLY FAILS

 

This can matter particularly for:

OBJECTS

since objects generally don't possess Ability Scores unless a rule gives them some.

NATURAL 1 AND NATURAL 20

The general Saving Throw rules do not give an ordinary Saving Throw an automatic success on:

NATURAL 20

or an automatic failure on:

NATURAL 1

The special natural 20 and natural 1 rules we studied apply specifically where the rules say they do, such as:

ATTACK ROLLS

and:

DEATH SAVING THROWS

The Saving Throw itself normally succeeds when:

TOTAL RESULT EQUALS OR EXCEEDS THE DC

 

PART FOUR: SEARCH [ACTION]

Take the:

SEARCH ACTION

when you deliberately try to discern something that:

ISN'T OBVIOUS

You make:

A WISDOM CHECK

The Skill depends on:

WHAT YOU ARE TRYING TO DETECT

 

INSIGHT

Use:

WISDOM (INSIGHT)

to discern:

A CREATURE'S STATE OF MIND

MEDICINE

Use:

WISDOM (MEDICINE)

to identify:

A CREATURE'S AILMENT

or:

CAUSE OF DEATH

PERCEPTION

Use:

WISDOM (PERCEPTION)

to detect:

A CONCEALED CREATURE

or:

CONCEALED OBJECT

SURVIVAL

Use:

WISDOM (SURVIVAL)

to detect:

TRACKS

or:

FOOD

SEARCH IS NOT AUTOMATIC PERCEPTION

Search represents:

DELIBERATE EXAMINATION

Passive Perception can represent general awareness without actively making the Search action.

Those are different mechanics.

EXAMPLE

A Rogue may be hidden nearby.

The guard isn't actively looking.

The GM might use:

PASSIVE PERCEPTION

Later the guard becomes suspicious and spends an Action searching the room.

Now:

SEARCH ACTION

with:

WISDOM (PERCEPTION)

may be appropriate.

PART FIVE: SHAPE SHIFTING

If an effect allows you to:

SHAPE SHIFT

that effect explains:

WHAT CHANGES

and:

HOW THE NEW FORM WORKS

Examples include:

WILD SHAPE

and:

POLYMORPH

 

ONGOING EFFECTS CARRY OVER

Unless the Shape Shifting effect says otherwise, ongoing effects on you carry from:

ONE FORM

to:

THE OTHER

This includes things such as:

CONDITIONS

SPELLS

CURSES

and other ongoing effects.

EXAMPLE

A creature is:

POISONED

Then it shape shifts.

Unless its Shape Shifting rule says otherwise:

POISONED CARRIES OVER

The transformation doesn't automatically cleanse the condition.

DEATH

If you die while shape shifted:

YOU REVERT TO YOUR TRUE FORM

unless a specific effect says otherwise.

SPECIFIC TRANSFORMATION RULES STILL CONTROL

This glossary rule does not replace the detailed rules of:

POLYMORPH

TRUE POLYMORPH

SHAPECHANGE

WILD SHAPE

Each of those effects determines:

WHICH STATISTICS CHANGE

WHAT HAPPENS TO EQUIPMENT

WHAT HAPPENS TO HIT POINTS

WHICH ACTIONS REMAIN AVAILABLE

and other details.

The glossary gives the:

GENERAL BACKGROUND RULE

The transformation effect provides:

THE SPECIFIC RULES

PART SIX: SHORT REST

A:

SHORT REST

is a period of downtime lasting:

ONE HOUR

During it, a creature does nothing more strenuous than activities such as:

READING

TALKING

EATING

or:

STANDING WATCH

To begin a Short Rest:

YOU MUST HAVE AT LEAST 1 HIT POINT

 

SHORT REST BENEFIT 1: SPEND HIT POINT DICE

When the rest finishes, you may spend:

ONE OR MORE HIT POINT DICE

For each one:

ROLL THE HIT POINT DIE

then add:

CONSTITUTION MODIFIER

You regain that many Hit Points, with a minimum of:

1 HIT POINT PER DIE SPENT

EXAMPLE

Fighter Hit Point Die:

D10

Constitution modifier:

+3

Roll:

6

Healing:

6 + 3 =

9 HIT POINTS

YOU DECIDE ONE DIE AT A TIME

You don't have to decide all Hit Dice before rolling.

You can:

ROLL ONE

see how many Hit Points you recover,

then decide whether to:

SPEND ANOTHER

This prevents unnecessary expenditure.

EXAMPLE

You are missing:

17 HP

First d10:

7

Constitution:

+3

Healing:

10

You are now missing:

7

You can decide whether spending another Hit Die is worth it.

NEGATIVE CONSTITUTION

The minimum restoration from each Hit Die spent this way is:

1 HIT POINT

So even if the die plus Constitution modifier would produce:

0

or less,

you regain:

1

SHORT REST BENEFIT 2: FEATURES

Some features recharge when you finish:

A SHORT REST

The feature tells you:

WHAT RETURNS

HOW MUCH RETURNS

or:

WHETHER THE ENTIRE RESOURCE RETURNS

EXAMPLES FROM EARLIER LESSONS

Warlock:

PACT MAGIC

can regain spell slots through its specific rules.

Monk:

FOCUS POINTS

can recover according to the Monk's class feature.

Other features may recover:

ONE USE

or:

ALL USES

Follow:

THE FEATURE

INTERRUPTING A SHORT REST

A Short Rest is interrupted by:

ROLLING INITIATIVE

CASTING A SPELL OTHER THAN A CANTRIP

or:

TAKING ANY DAMAGE

 

IMPORTANT

Unlike the Long Rest interruption system we studied in Lesson 88:

AN INTERRUPTED SHORT REST GIVES NO BENEFITS

There is no rule here saying:

ADD ONE HOUR AND CONTINUE

That procedure belongs to:

LONG RESTS

not Short Rests.

EXAMPLE

You rest for:

50 MINUTES

Then combat begins and you:

ROLL INITIATIVE

The Short Rest is interrupted.

Result:

NO SHORT REST BENEFITS

If you want a Short Rest afterward, you must complete:

A NEW ONE HOUR SHORT REST

PART SEVEN: SIMULTANEOUS EFFECTS

Sometimes two or more things happen:

AT THE SAME TIME

on a turn.

When that occurs, the person whose turn it is decides:

THE ORDER

in which those simultaneous effects happen.

PLAYER TURN

If two effects trigger at the start of:

YOUR TURN

you decide which resolves:

FIRST

MONSTER TURN

If two effects happen simultaneously on a monster's turn:

THE GM

decides the order.

EXAMPLE

At the start of your turn:

Effect A heals you.

Effect B damages you.

Both say they happen:

AT THE START OF YOUR TURN

You determine:

WHICH OCCURS FIRST

unless a more specific rule establishes an order.

This can matter enormously.

PART EIGHT: SIZE

Every creature and object belongs to one of six Size categories:

TINY

SMALL

MEDIUM

LARGE

HUGE

GARGANTUAN

 

CREATURE SIZE

A creature's Size determines:

HOW MUCH SPACE IT OCCUPIES IN COMBAT

It also interacts with many other rules, including:

GRAPPLING

SHOVING

MOUNTS

CARRYING CAPACITY

and:

MOVING THROUGH OTHER CREATURES

OBJECT SIZE

An object's Size affects:

ITS HIT POINTS

under the rules for breaking objects.

SIZE IS A RULES CATEGORY

Do not assume a creature's visual appearance alone changes its mechanical Size.

Its rules specify:

ITS SIZE CATEGORY

PART NINE: SKILL

A:

SKILL

is an area of specialization associated with:

AN ABILITY CHECK

 

Examples include:

ATHLETICS

STEALTH

PERCEPTION

ARCANA

PERSUASION

IF YOU HAVE PROFICIENCY

When making an Ability Check associated with a Skill in which you are proficient:

ADD YOUR PROFICIENCY BONUS

EXAMPLE

Dexterity modifier:

+4

Stealth proficiency:

YES

PB:

+3

Dexterity (Stealth):

4 + 3 =

+7

Roll:

12

Total:

12 + 7 =

19

SKILL DOES NOT REPLACE ABILITY

The structure remains:

ABILITY CHECK

with a Skill specialization.

That is why the rules write:

DEXTERITY (STEALTH)

rather than simply:

STEALTH ROLL

PART TEN: SPEED

A creature's:

SPEED

is the distance in feet it can cover when it moves on:

ITS TURN

 

BASIC EXAMPLE

Speed:

30 FEET

Normally, you can move up to:

30 FEET

during your turn.

Movement can be divided around:

ACTIONS

BONUS ACTIONS

or:

OTHER ACTIVITIES

according to the movement rules.

SPECIAL SPEEDS

A creature may also have:

BURROW SPEED

CLIMB SPEED

FLY SPEED

or:

SWIM SPEED

These are distinct ways of moving.

SWITCHING BETWEEN SPEEDS

If you have more than one Speed, you can switch among them during your movement.

Whenever you switch:

SUBTRACT THE TOTAL DISTANCE ALREADY MOVED

from the new Speed.

The result tells you:

HOW MUCH FARTHER YOU CAN MOVE USING THAT SPEED

 

EXAMPLE

Normal Speed:

30 FEET

Fly Speed:

40 FEET

First:

FLY 10 FEET

Distance moved:

10

Switch to walking.

Walking Speed:

30 minus 10 =

20 FEET REMAINING

Walk:

10 FEET

Total moved:

20

Switch back to Fly Speed.

40 minus 20 =

20 FEET OF FLYING REMAINING

You can fly:

20 MORE FEET

Total movement:

40 FEET

You do not add:

30 + 40 = 70.

The movement system tracks:

DISTANCE ALREADY MOVED

against each Speed you switch to.

IF THE RESULT IS 0 OR LESS

You can't use that Speed for further movement during the current move.

CHANGING SPEED AFFECTS SPECIAL SPEEDS TOO

If an effect increases or decreases your normal Speed:

YOUR SPECIAL SPEEDS CHANGE BY THE SAME AMOUNT

for the same duration.

EXAMPLE 1

Speed:

30

Climb Speed:

30

An effect reduces Speed to:

0

Climb Speed also becomes:

0

EXAMPLE 2

Speed:

30

Fly Speed:

60

An effect halves your Speed.

Normal:

15

Fly:

30

This is an important SRD 5.2.1 rule.

PART ELEVEN: SPELL

A:

SPELL

is a:

MAGICAL EFFECT

with the characteristics described in the SRD's spell rules.

Those characteristics can include:

SPELL LEVEL

SCHOOL

CASTING TIME

RANGE

COMPONENTS

DURATION

TARGETS

SAVING THROWS

ATTACK ROLLS

and:

HIGHER LEVEL CASTING

We spent Lessons 71 through 85 learning these systems in detail.

PART TWELVE: SPELL ATTACK

A:

SPELL ATTACK

is an Attack Roll made as part of:

A SPELL

or:

ANOTHER MAGICAL EFFECT

 

SPELL ATTACKS CAN BE

MELEE SPELL ATTACKS

or:

RANGED SPELL ATTACKS

depending on the effect.

SPELL ATTACK MODIFIER

For player Spellcasting features, the formula is generally:

SPELLCASTING ABILITY MODIFIER + PROFICIENCY BONUS

EXAMPLE

Wizard Intelligence:

18

Modifier:

+4

PB:

+3

Spell Attack modifier:

4 + 3 =

+7

Roll:

12

Total:

12 + 7 =

19

Against AC:

17

Result:

HIT

SPELL ATTACK IS STILL AN ATTACK ROLL

Therefore rules affecting Attack Rolls can apply.

For example:

ADVANTAGE

DISADVANTAGE

COVER

NATURAL 20

CRITICAL HIT

and other Attack Roll rules can interact when relevant.

PART THIRTEEN: SPELLCASTING FOCUS

A:

SPELLCASTING FOCUS

is an object certain creatures can use in place of qualifying:

MATERIAL COMPONENTS

 

The substitution works only when the Material component:

IS NOT CONSUMED

and:

HAS NO COST SPECIFIED

This reinforces Lessons 75 and 76.

SIMPLE RULE

If Material is:

NO COST

and:

NOT CONSUMED

a permitted Spellcasting Focus can substitute.

EXAMPLE

Spell requires:

A SMALL PIECE OF FLEECE

No cost.

Not consumed.

A caster whose feature allows an appropriate focus can use:

THE FOCUS

instead.

COSTLY COMPONENT

Spell requires:

DIAMOND WORTH 300+ GP

A normal focus:

CAN'T REPLACE IT

CONSUMED COMPONENT

Spell consumes:

HOLY WATER

A normal focus:

CAN'T REPLACE IT

CLASS PERMISSION

Not every class uses every kind of focus.

The class feature determines:

WHICH FOCUS TYPES IT MAY USE

and typically:

FOR WHICH CLASS SPELLS

PART FOURTEEN: SPHERE [AREA OF EFFECT]

A:

SPHERE

extends in straight lines from:

A POINT OF ORIGIN

outward:

IN ALL DIRECTIONS

The effect specifies its:

RADIUS

 

EXAMPLE

Fireball:

20 FOOT RADIUS SPHERE

The center is:

POINT OF ORIGIN

The magical area extends:

20 FEET IN ALL DIRECTIONS

POINT OF ORIGIN

Unlike Cone, Cube, Emanation, and Line:

THE SPHERE'S POINT OF ORIGIN IS INCLUDED

This matches the Cylinder rule we learned earlier, whose origin is also included.

AREA SHAPE RECAP

Cone:

ORIGIN INCLUDED ONLY IF CREATOR CHOOSES

Cube:

CREATOR CHOOSES

Cylinder:

ORIGIN INCLUDED

Emanation:

CREATOR CHOOSES

Line:

CREATOR CHOOSES

Sphere:

ORIGIN INCLUDED

You now know all six standard Area of Effect shapes.

PART FIFTEEN: STABLE

A creature is:

STABLE

when it has:

0 HIT POINTS

but is not required to make:

DEATH SAVING THROWS

 

STABLE DOES NOT MEAN CONSCIOUS

A Stable creature at 0 HP still has:

UNCONSCIOUS

until it regains Hit Points.

 

HOW TO STABILIZE

The Help action can be used to try to stabilize a creature at:

0 HP

This requires:

DC 10 WISDOM (MEDICINE)

Success:

STABLE

TAKING DAMAGE

If a Stable creature takes damage:

IT STOPS BEING STABLE

and begins making Death Saving Throws again according to the normal rules.

NATURAL RECOVERY

A Stable creature that isn't healed regains:

1 HIT POINT

after:

1D4 HOURS

 

EXAMPLE

Stable adventurer at:

0 HP

Roll:

1D4 = 3

If nothing else happens and no healing is received:

AFTER 3 HOURS

the creature regains:

1 HP

and is no longer Unconscious from having 0 HP.

PART SIXTEEN: STAT BLOCK

A:

STAT BLOCK

contains the game statistics needed to run:

A MONSTER

 

The glossary introduces its major components.

We will study monster stat blocks in much greater detail in:

LESSON 104

For now, learn how to read the structure.

NAME AND GENERAL INFORMATION

A stat block provides:

NAME

SIZE

CREATURE TYPE

and:

ALIGNMENT

COMBAT INFORMATION

It includes:

ARMOR CLASS

INITIATIVE

HIT POINTS

SPEED

and any:

SPECIAL SPEEDS

ABILITY SCORES

It gives:

STRENGTH

DEXTERITY

CONSTITUTION

INTELLIGENCE

WISDOM

CHARISMA

along with:

MODIFIERS

and:

SAVING THROW MODIFIERS

OTHER POSSIBLE DETAILS

A monster may also list:

SKILLS

RESISTANCES

VULNERABILITIES

IMMUNITIES

GEAR

SENSES

PASSIVE PERCEPTION

LANGUAGES

CHALLENGE RATING

PROFICIENCY BONUS

 

TRAITS

Traits represent features that are active:

CONTINUOUSLY

or:

UNDER SPECIFIC CIRCUMSTANCES

ACTIONS

A monster can use actions listed in its stat block in addition to:

GENERAL ACTIONS

available through the game's normal rules.

BONUS ACTIONS

If the monster has special Bonus Actions:

THEY APPEAR IN THEIR OWN SECTION

REACTIONS

If the monster has special Reactions:

THEIR TRIGGERS AND EFFECTS ARE LISTED

ATTACK NOTATION

A monster attack tells you:

MELEE OR RANGED

ATTACK BONUS

REACH OR RANGE

and:

WHAT HAPPENS ON A HIT

Unless the entry says otherwise, an attack is against:

ONE TARGET

 

SAVING THROW EFFECT NOTATION

A monster ability requiring a save tells you:

WHICH SAVE

THE DC

WHICH CREATURES MAKE IT

WHAT HAPPENS ON FAILURE

and:

WHAT HAPPENS ON SUCCESS

DAMAGE NOTATION

A monster can list damage in two ways at the same time.

Example:

4 (1D4 + 2)

The first number:

4

is the static damage.

The expression:

1D4 + 2

is the rolled damage.

The GM chooses:

ONE OR THE OTHER

You do not deal:

4 + 1D4 + 2

 

This will become very important when you start running monsters as a GM.

PART SEVENTEEN: STUDY [ACTION]

The:

STUDY ACTION

uses:

INTELLIGENCE

to examine knowledge.

You can study:

YOUR MEMORY

A BOOK

A CLUE

or:

ANOTHER SOURCE OF KNOWLEDGE

to recall or uncover important information.

Different Skills apply to different subjects.

ARCANA

Relevant to:

SPELLS

MAGIC ITEMS

ELDRITCH SYMBOLS

MAGICAL TRADITIONS

PLANES OF EXISTENCE

and knowledge about certain creature types:

ABERRATIONS

CONSTRUCTS

ELEMENTALS

FEY

MONSTROSITIES

HISTORY

Relevant to:

HISTORICAL EVENTS

HISTORICAL PEOPLE

ANCIENT CIVILIZATIONS

WARS

and certain creatures:

GIANTS

HUMANOIDS

INVESTIGATION

Relevant to:

TRAPS

CIPHERS

RIDDLES

and:

GADGETRY

NATURE

Relevant to:

TERRAIN

FLORA

WEATHER

and certain creatures:

BEASTS

DRAGONS

OOZES

PLANTS

RELIGION

Relevant to:

DEITIES

RELIGIOUS HIERARCHIES

RELIGIOUS RITES

HOLY SYMBOLS

CULTS

and:

CELESTIALS

FIENDS

UNDEAD

 

SEARCH VS STUDY

This distinction is fundamental.

Search:

WISDOM

and generally asks:

WHAT CAN I NOTICE?

Study:

INTELLIGENCE

and generally asks:

WHAT CAN I KNOW OR FIGURE OUT?

EXAMPLE

You see strange runes on an altar.

Trying to:

NOTICE A HIDDEN SYMBOL

might involve:

SEARCH

Trying to:

UNDERSTAND THE MAGICAL SYMBOL

might involve:

STUDY WITH ARCANA

Different actions answer:

DIFFERENT QUESTIONS

PART EIGHTEEN: STUNNED [CONDITION]

A creature with:

STUNNED

suffers three core effects.

EFFECT 1: INCAPACITATED

You have:

INCAPACITATED

Therefore:

NO ACTION

NO BONUS ACTION

NO REACTION

CAN'T SPEAK

and:

CONCENTRATION BREAKS

as established by the Incapacitated condition.

EFFECT 2: SAVING THROWS

You automatically fail:

STRENGTH SAVING THROWS

and:

DEXTERITY SAVING THROWS

EFFECT 3: ATTACKS

Attack Rolls against you have:

ADVANTAGE

IMPORTANT SRD 5.2.1 DETAIL

Stunned itself does not say:

SPEED 0

This is an important distinction.

Since Incapacitated also doesn't itself reduce Speed to 0:

STUNNED DOES NOT AUTOMATICALLY SET SPEED TO 0

under the glossary definition.

The creature can't take Actions, Bonus Actions, or Reactions, but movement is not itself one of those resources.

So unless another rule changes its Speed or movement:

A STUNNED CREATURE CAN STILL HAVE SPEED AVAILABLE

This is precisely why reading the current SRD condition instead of relying on memory from another rules version matters.

STUNNED VS PARALYZED

Both:

INCAPACITATE

Both:

AUTO FAIL STRENGTH AND DEXTERITY SAVES

Both:

GIVE ADVANTAGE TO ATTACKS AGAINST THEM

But Paralyzed additionally includes:

SPEED 0

and:

AUTOMATIC CRITICAL HITS FROM ATTACKERS WITHIN 5 FEET

Stunned does not include those additional effects.

PART NINETEEN: SUFFOCATION [HAZARD]

A creature can hold its breath for a number of minutes equal to:

1 + CONSTITUTION MODIFIER

Minimum:

30 SECONDS

 

EXAMPLE 1

Constitution modifier:

+3

Breath holding:

1 + 3 =

4 MINUTES

EXAMPLE 2

Constitution modifier:

0

Breath holding:

1 MINUTE

EXAMPLE 3

Constitution modifier:

MINUS 2

1 plus minus 2 would produce a negative result.

But minimum:

30 SECONDS

So the creature can hold its breath for:

30 SECONDS

WHEN SUFFOCATION BEGINS

When the creature:

RUNS OUT OF BREATH

or:

IS CHOKING

it gains:

1 EXHAUSTION LEVEL

at:

THE END OF EACH OF ITS TURNS


EXAMPLE

Suffocation begins.

End of first turn:

EXHAUSTION 1

End of second:

EXHAUSTION 2

End of third:

EXHAUSTION 3

This becomes rapidly dangerous because:

EXHAUSTION 6 MEANS DEATH

BREATHING AGAIN

When the creature can breathe again:

REMOVE ALL EXHAUSTION LEVELS GAINED FROM SUFFOCATION

This is a specific exception to the normal slower Exhaustion recovery rules.

IMPORTANT SRD 5.2.1 RULE

Do not import an older suffocation procedure involving a separate number of rounds followed by immediately reaching 0 HP.

The SRD 5.2.1 rule uses:

EXHAUSTION

as the central suffocation mechanic.

PART TWENTY: SURPRISE

A creature is:

SURPRISED

when it is caught unawares at:

THE START OF COMBAT

The mechanical consequence is:

DISADVANTAGE ON ITS INITIATIVE ROLL

 

THAT IS THE SURPRISE RULE

Surprise is not presented here as:

A CONDITION

There is no separate:

SURPRISED CONDITION

in the conditions list.

NO AUTOMATIC LOST FIRST TURN

The glossary does not say:

“A SURPRISED CREATURE SKIPS ITS FIRST TURN.”

Instead:

SURPRISE GIVES DISADVANTAGE ON INITIATIVE

This is one of the most important SRD 5.2.1 changes for players familiar with older rules.

EXAMPLE

Two characters are ambushed.

Character A Initiative dice:

17 AND 6

Because Surprised:

USE 6

Then apply Initiative modifiers.

They still receive:

A NORMAL TURN

when their Initiative comes up.

PART TWENTY ONE: SWIMMING

Without a Swim Speed, swimming normally costs:

1 EXTRA FOOT OF MOVEMENT PER FOOT TRAVELED

So:

1 FOOT SWUM COSTS 2 FEET OF MOVEMENT

 

DIFFICULT TERRAIN

Swimming in Difficult Terrain costs:

2 EXTRA FEET PER FOOT

Therefore:

1 FOOT TRAVELED COSTS 3 FEET OF MOVEMENT

EXAMPLE

Speed:

30 FEET

Normal swimming:

30 divided by 2 =

15 FEET

Swimming through Difficult Terrain:

30 divided by 3 =

10 FEET

ROUGH WATER

At the GM's option, moving through rough water can require:

DC 15 STRENGTH (ATHLETICS)

This isn't required for:

EVERY SWIM

It is an optional check for:

ROUGH WATER

PART TWENTY TWO: SWIM SPEED

A:

SWIM SPEED

allows you to swim without paying the normal extra movement cost associated with:

SWIMMING

 

EXAMPLE

Speed:

30

Swim Speed:

30

You swim through ordinary water.

Without Swim Speed:

15 FEET OF ACTUAL SWIMMING

with 30 feet of movement.

Using Swim Speed:

UP TO 30 FEET

DIFFICULT TERRAIN

A Swim Speed removes:

THE NORMAL EXTRA SWIMMING COST

It doesn't automatically erase:

DIFFICULT TERRAIN

unless another rule says so.

PART TWENTY THREE: TARGET

A:

TARGET

is a creature or object that is:

TARGETED BY AN ATTACK ROLL

FORCED TO MAKE A SAVING THROW BY AN EFFECT

or:

SELECTED TO RECEIVE AN EFFECT

such as a spell or another phenomenon.

WHY THIS DEFINITION MATTERS

Not every creature standing nearby is:

A TARGET

A Fireball, for example, can force several creatures in its area to make Saving Throws.

Those creatures are:

TARGETS OF THE EFFECT

under the glossary definition.

VALID TARGETS

The effect determines:

WHAT CAN BE TARGETED

For example:

ONE CREATURE

ONE HUMANOID

ONE OBJECT

ONE WILLING CREATURE

or another defined category.

The word:

TARGET

doesn't erase those restrictions.

PART TWENTY FOUR: TELEPATHY

Telepathy is:

A MAGICAL ABILITY

that allows mental communication with another creature within:

A SPECIFIED RANGE

 

LANGUAGE

Normally, the contacted creature does not need to:

SHARE A LANGUAGE

with the telepath.

However, to understand the telepathic communication, the contacted creature must either:

UNDERSTAND AT LEAST ONE LANGUAGE

or:

BE TELEPATHIC ITSELF

EXAMPLE

A creature knows:

ELVISH

Telepath communicates with it but doesn't know Elvish.

They can still understand the telepathic message because:

SHARED LANGUAGE ISN'T REQUIRED

NO SIGHT REQUIRED

A telepath does not need to:

SEE

the contacted creature.

The creature simply needs to be:

WITHIN THE TELEPATHY'S RANGE

and satisfy the other requirements.

STARTING AND ENDING CONTACT

The telepath can start or end contact:

AT ANY TIME

requiring:

NO ACTION

INCAPACITATED

Telepathic contact can't be initiated if either creature has:

INCAPACITATED

Existing contact is immediately broken if:

EITHER CREATURE BECOMES INCAPACITATED

RANGE

Contact also ends if the contacted creature moves:

OUTSIDE THE TELEPATHY RANGE

CONTACTING SOMEONE ELSE

If the telepath contacts:

A DIFFERENT CREATURE

the previous connection ends.

Unless another rule says otherwise, the basic Telepathy rule therefore represents:

ONE ACTIVE CONTACT

at a time.

CAN THE NON TELEPATH REPLY?

Yes.

A creature without Telepathy cannot:

INITIATE

the telepathic conversation.

But once the telepath establishes communication:

THE NON TELEPATH CAN REPLY MENTALLY

until the connection ends.

PART TWENTY FIVE: TELEPORTATION

Teleportation is a special kind of:

MAGICAL TRANSPORTATION

When you teleport:

YOU DISAPPEAR

and:

REAPPEAR SOMEWHERE ELSE INSTANTLY

without moving through:

THE INTERVENING SPACE

 

TELEPORTATION DOES NOT SPEND MOVEMENT

Unless a rule specifically says otherwise:

TELEPORTING DOESN'T EXPEND YOUR MOVEMENT

EXAMPLE

Speed:

30 FEET

You use a feature to teleport:

30 FEET

If the teleport effect doesn't say it uses movement:

YOUR NORMAL MOVEMENT ISN'T SPENT BY THAT TELEPORT

NO OPPORTUNITY ATTACKS

Teleportation:

NEVER PROVOKES OPPORTUNITY ATTACKS

This is explicit.

EQUIPMENT

When you teleport:

EVERYTHING YOU ARE WEARING AND CARRYING TELEPORTS WITH YOU

TOUCHING ANOTHER CREATURE

Simply touching another creature doesn't automatically cause it to:

TELEPORT WITH YOU

It travels with you only if:

THE TELEPORTATION EFFECT SAYS SO

BLOCKED DESTINATION

If your destination is occupied by another creature or blocked by:

A SOLID OBSTACLE

you instead appear in:

THE NEAREST UNOCCUPIED SPACE OF YOUR CHOICE

 

SIGHT REQUIREMENTS

There is no universal rule saying:

YOU MUST ALWAYS SEE A TELEPORT DESTINATION

The specific teleportation effect tells you:

WHETHER THE DESTINATION MUST BE VISIBLE

Examples from the Spell Compendium differed substantially.

Misty Step:

DESTINATION MUST BE SEEN

Teleport:

USES ITS OWN DESTINATION RULES

Word of Recall:

GOES TO A PREPARED SANCTUARY

Always follow:

THE TELEPORTATION EFFECT

PART TWENTY SIX: TEMPORARY HIT POINTS

Temporary Hit Points provide:

A BUFFER

against losing normal Hit Points.

DAMAGE REMOVES TEMPORARY HP FIRST

Suppose:

Temporary HP:

5

Normal HP:

20

Damage:

7

First:

LOSE 5 TEMPORARY HP

Remaining damage:

2

Normal HP becomes:

20 minus 2 =

18

HOW LONG DO THEY LAST?

Temporary Hit Points normally last until:

THEY ARE DEPLETED

or:

YOU FINISH A LONG REST

A specific effect can establish another duration.

THEY DO NOT STACK

If you already have Temporary Hit Points and receive another amount:

DON'T ADD THEM TOGETHER

You choose:

KEEP THE OLD AMOUNT

or:

REPLACE IT WITH THE NEW AMOUNT

 

EXAMPLE

Current Temporary HP:

10

New effect offers:

12

Choices:

KEEP 10

or:

TAKE 12

You cannot have:

22

EXAMPLE 2

Current:

15

New effect:

8

You may keep:

15

There is no requirement to replace a better Temporary HP pool with:

A WORSE ONE

TEMPORARY HP ARE NOT HEALING

Temporary Hit Points:

ARE NOT NORMAL HIT POINTS

DON'T INCREASE YOUR HIT POINT TOTAL

CAN'T BE RESTORED BY HEALING

and:

RECEIVING THEM DOESN'T COUNT AS HEALING

 

YOU CAN HAVE THEM AT FULL HP

Normal HP:

50 OF 50

Temporary HP:

12

This is legal.

You now still have:

50 ACTUAL HP

plus:

12 TEMPORARY HP BUFFER

TEMPORARY HP AT 0 HP

This rule is especially important.

If you are at:

0 HIT POINTS

receiving Temporary Hit Points does:

NOT RESTORE YOU TO CONSCIOUSNESS

Only actual healing can restore the Hit Points needed to wake you from the Unconscious state caused by being at 0 HP.

EXAMPLE

Character:

0 HP

receives:

10 TEMPORARY HP

Actual HP:

STILL 0

The character does not wake merely because it now has Temporary Hit Points.

PART TWENTY SEVEN: TREMORSENSE

A creature with:

TREMORSENSE

can pinpoint the location of:

CREATURES

and:

MOVING OBJECTS

within the sense's range if both detector and target are in contact with:

THE SAME SURFACE

or:

THE SAME LIQUID

 

VALID SHARED SURFACES

Examples include:

GROUND

WALL

CEILING

or the same:

LIQUID

EXAMPLE

A creature with Tremorsense stands on a stone floor.

An Invisible enemy walks on:

THE SAME FLOOR

within range.

Tremorsense can:

PINPOINT ITS LOCATION

AIRBORNE TARGETS

Tremorsense can't detect creatures or objects:

IN THE AIR

EXAMPLE

An enemy is flying:

10 FEET ABOVE THE GROUND

Even if within the numerical Tremorsense range:

TREMORSENSE DOESN'T DETECT IT THROUGH THIS RULE

because it isn't contacting:

THE SAME SURFACE OR LIQUID

TREMORSENSE IS NOT SIGHT

This is critical.

Tremorsense:

DOES NOT COUNT AS A FORM OF SIGHT

So a rule requiring:

SEEING A TARGET

is not automatically satisfied merely because:

TREMORSENSE PINPOINTS ITS LOCATION

Do not treat:

KNOWING WHERE SOMETHING IS

as identical to:

SEEING IT

PART TWENTY EIGHT: TRUESIGHT

Truesight dramatically enhances vision within:

A SPECIFIED RANGE

It penetrates five important visual obstacles or deceptions.

1: DARKNESS

You can see in:

NORMAL DARKNESS

and:

MAGICAL DARKNESS

2: INVISIBILITY

You see creatures and objects that have:

INVISIBLE

3: VISUAL ILLUSIONS

Visual illusions appear:

TRANSPARENT

to you.

You also automatically succeed on:

SAVING THROWS AGAINST VISUAL ILLUSIONS

IMPORTANT

This rule refers specifically to:

VISUAL ILLUSIONS

Do not automatically extend it to every possible magical mental effect that happens to be an Illusion spell.

4: MAGICAL TRANSFORMATIONS

You discern the:

TRUE FORM

of a creature or object that you can see if it was:

TRANSFORMED BY MAGIC

EXAMPLE

A magically transformed creature appears as a wolf.

Truesight can reveal:

ITS TRUE FORM

within the sense's range.

5: ETHEREAL PLANE

You can see into:

THE ETHEREAL PLANE

within the Truesight range.

TRUESIGHT DOES NOT SAY

SEE THROUGH SOLID WALLS

SEE ACROSS INFINITE DISTANCE

AUTOMATICALLY KNOW EVERY SECRET

It enhances vision in the:

SPECIFIC WAYS LISTED

within its:

SPECIFIED RANGE

PART TWENTY NINE: UNARMED STRIKE

Instead of attacking with a weapon, you can make an:

UNARMED STRIKE

Examples include:

PUNCH

KICK

HEADBUTT

or another:

FORCEFUL BLOW USING YOUR BODY

An Unarmed Strike is a:

MELEE ATTACK

against a target within:

5 FEET

 

Every time you use an Unarmed Strike, choose one of:

THREE EFFECTS

OPTION 1: DAMAGE

Make:

AN ATTACK ROLL

Attack bonus:

STRENGTH MODIFIER + PROFICIENCY BONUS

On a hit:

1 + STRENGTH MODIFIER BLUDGEONING DAMAGE

EXAMPLE

Strength:

16

Modifier:

+3

PB:

+3

Attack bonus:

3 + 3 =

+6

Hit.

Damage:

1 + 3 =

4 BLUDGEONING DAMAGE

MINIMUM DAMAGE?

The rule says damage equals:

1 + STRENGTH MODIFIER

If another feature changes Unarmed Strike damage, use:

THAT SPECIFIC RULE

Monk Martial Arts is an important example.

OPTION 2: GRAPPLE

No Attack Roll is made for this option.

Instead the target makes either:

STRENGTH SAVING THROW

or:

DEXTERITY SAVING THROW

The target:

CHOOSES WHICH

 

SAVE DC

8 + STRENGTH MODIFIER + PROFICIENCY BONUS

EXAMPLE

Strength modifier:

+4

PB:

+3

DC:

8 + 4 + 3 =

15

The target chooses:

STRENGTH SAVE

or:

DEXTERITY SAVE

Failure:

GRAPPLED

SIZE LIMIT

The target can be no more than:

ONE SIZE LARGER THAN YOU

FREE HAND

You must have:

A HAND FREE

to grab the target.

OPTION 3: SHOVE

Again, the target makes:

STRENGTH OR DEXTERITY SAVING THROW

Target chooses.

DC:

8 + STRENGTH MODIFIER + PROFICIENCY BONUS

Failure:

Choose one:

PUSH TARGET 5 FEET AWAY

or:

GIVE TARGET PRONE

 

SIZE LIMIT

The target can be no more than:

ONE SIZE LARGER THAN YOU

SHOVE DOES NOT REQUIRE A FREE HAND

The Unarmed Strike Shove option does not include the:

FREE HAND REQUIREMENT

that appears in the Grapple option.

A shove can therefore represent:

SHOULDERING

KICKING

BODY CHECKING

or another forceful movement appropriate to the fiction.

IMPORTANT SRD 5.2.1 RULE

Grapple and Shove are not resolved as:

OPPOSED ATHLETICS CHECKS

under this rule.

They are:

TARGET SAVING THROWS

against:

8 + STRENGTH MODIFIER + PB

Do not import an older Grapple procedure.

PART THIRTY: UNCONSCIOUS [CONDITION]

Unconscious is one of the most severe conditions.

It contains several effects.

EFFECT 1: INERT

You gain:

INCAPACITATED

and:

PRONE

You also:

DROP WHATEVER YOU ARE HOLDING

WHEN UNCONSCIOUS ENDS

You do not automatically stand.

When the Unconscious condition ends:

YOU REMAIN PRONE

So waking up does not immediately put you:

ON YOUR FEET

EFFECT 2: SPEED 0

Your Speed becomes:

0

and:

CAN'T INCREASE

EFFECT 3: ATTACKS AGAINST YOU

Attack Rolls against you have:

ADVANTAGE

EFFECT 4: SAVING THROWS

You automatically fail:

STRENGTH SAVES

and:

DEXTERITY SAVES

EFFECT 5: AUTOMATIC CRITICAL HITS

Any Attack Roll that:

HITS YOU

is automatically:

A CRITICAL HIT

if the attacker is within:

5 FEET

IMPORTANT

The attack must still:

HIT

Unconscious doesn't say:

AUTOMATIC HIT

It gives Advantage to the Attack Roll.

If that roll hits and the attacker is within 5 feet:

CRITICAL HIT

EFFECT 6: UNAWARE

You are:

UNAWARE OF YOUR SURROUNDINGS

UNCONSCIOUS INCLUDES OTHER CONDITIONS

Because it gives you:

INCAPACITATED

you also inherit:

NO ACTION

NO BONUS ACTION

NO REACTION

NO SPEECH

BROKEN CONCENTRATION

Because it gives you:

PRONE

the Prone rules also exist, although Unconscious supplies its own attack rules as well.

PART THIRTY ONE: UNCONSCIOUS AT 0 HP

When a character reaches:

0 HIT POINTS

without dying instantly:

UNCONSCIOUS

applies until the creature regains:

ANY HIT POINTS

 

It then faces:

DEATH SAVING THROWS

unless:

STABLE

NATURAL 20 DEATH SAVE

A natural 20 gives:

1 HIT POINT

So the character no longer has 0 HP.

The Unconscious condition caused by being at 0:

ENDS

But the creature remains:

PRONE

because Unconscious explicitly says you remain Prone when it ends.

PART THIRTY TWO: UNOCCUPIED SPACE

A space is:

UNOCCUPIED

if:

NO CREATURE IS IN IT

and:

IT ISN'T COMPLETELY FILLED BY OBJECTS

 

This is the opposite of:

OCCUPIED SPACE

WHY IT MATTERS

Many rules require:

AN UNOCCUPIED SPACE

Examples include:

TELEPORTATION

SUMMONING CREATURES

CREATING CERTAIN MAGICAL EFFECTS

EXAMPLE

A spell summons a creature in:

AN UNOCCUPIED SPACE YOU CAN SEE

A Fighter already occupies one square.

That space:

DOESN'T QUALIFY

A space filled completely by a stone block:

ALSO DOESN'T QUALIFY

PART THIRTY THREE: UTILIZE [ACTION]

Characters normally interact with many objects while:

DOING SOMETHING ELSE

For example, drawing a weapon can occur as part of:

THE ATTACK ACTION

But when an object specifically requires:

AN ACTION

to use it:

TAKE THE UTILIZE ACTION

 

EXAMPLES FROM EQUIPMENT

Earlier equipment lessons included objects whose descriptions specify:

UTILIZE

Those objects use:

THIS ACTION

IMPORTANT

Not every object interaction automatically costs:

UTILIZE

The action is used when:

THE OBJECT'S RULES REQUIRE AN ACTION FOR ITS USE

PART THIRTY FOUR: VULNERABILITY

If you have:

VULNERABILITY

to a damage type:

DAMAGE OF THAT TYPE IS DOUBLED

against you.

EXAMPLE

Cold Vulnerability.

Incoming Cold damage:

17

17 × 2 =

34 COLD DAMAGE

VULNERABILITY DOES NOT STACK

Multiple instances of Vulnerability affecting the same damage type count as:

ONE INSTANCE

 

EXAMPLE

Two effects both give:

FIRE VULNERABILITY

Incoming Fire:

20

Final:

40

Not:

80

RESISTANCE AND VULNERABILITY

Remember the order learned previously.

Damage modifications are applied:

FIRST: OTHER ADJUSTMENTS

SECOND: RESISTANCE

THIRD: VULNERABILITY

 

EXAMPLE

Incoming damage:

31

An effect reduces it by:

5

31 minus 5 =

26

Resistance:

26 divided by 2 =

13

Vulnerability:

13 × 2 =

26

Final:

26 DAMAGE

The order matters when odd numbers or other adjustments are involved.

PART THIRTY FIVE: WEAPON

A:

WEAPON

is an object belonging to either:

SIMPLE WEAPON

or:

MARTIAL WEAPON

category.

These categories contain the weapons we studied in:

LESSON 61

A random object used to hit somebody is not automatically a Weapon in this glossary sense.

It might instead function as:

AN IMPROVISED WEAPON

unless another rule treats it as an actual weapon.

PART THIRTY SIX: WEAPON ATTACK

A:

WEAPON ATTACK

is:

AN ATTACK ROLL MADE WITH A WEAPON

 

SIMPLE DISTINCTION

Attack with Longsword:

WEAPON ATTACK

Attack with Longbow:

WEAPON ATTACK

Fire Bolt:

SPELL ATTACK

Unarmed Strike:

MELEE ATTACK

but not a Weapon Attack merely from the basic Unarmed Strike definition because:

YOUR BODY ISN'T A WEAPON OBJECT

Specific features may refer separately to:

WEAPON ATTACKS

and:

UNARMED STRIKES

which is why the distinction matters.

PART THIRTY SEVEN: SEARCH VS STUDY VS PASSIVE PERCEPTION

These three mechanics are often confused.

PASSIVE PERCEPTION

Represents:

GENERAL AWARENESS

No deliberate Action is necessarily being taken.

SEARCH

Uses:

WISDOM

to detect something that:

ISN'T OBVIOUS

Examples:

HIDDEN CREATURE

TRACKS

AILMENT

STATE OF MIND

STUDY

Uses:

INTELLIGENCE

to retrieve or analyze:

KNOWLEDGE

Examples:

MAGIC

HISTORY

TRAPS

NATURE

RELIGION

PRACTICAL EXAMPLE

The party finds a strange stone doorway.

Question 1:

“IS THERE A HIDDEN TRAP?”

Potentially:

SEARCH

with Wisdom (Perception), depending on what is being detected.

Question 2:

“HOW DOES THIS MECHANISM WORK?”

Potentially:

STUDY

with Intelligence (Investigation).

Question 3:

“DO I RECOGNIZE THESE ARCANE RUNES?”

Potentially:

STUDY

with Intelligence (Arcana).

Question 4:

“DO I NOTICE THE ASSASSIN HIDING BEHIND THE STATUE?”

Potentially:

PASSIVE PERCEPTION

if not actively searching,

or:

SEARCH

if deliberately looking.

The action depends on:

WHAT THE CHARACTER IS ACTUALLY DOING

PART THIRTY EIGHT: STUNNED VS UNCONSCIOUS VS PARALYZED

These three conditions share some mechanics but are:

NOT IDENTICAL

STUNNED

INCAPACITATED

AUTO FAIL STR AND DEX SAVES

ATTACKS AGAINST HAVE ADVANTAGE

But no automatic Speed 0 rule.

PARALYZED

Everything above, plus:

SPEED 0

and:

HITS FROM ATTACKERS WITHIN 5 FEET ARE CRITICAL HITS

UNCONSCIOUS

INCAPACITATED

PRONE

DROP HELD OBJECTS

SPEED 0

ATTACKS AGAINST ADVANTAGE

AUTO FAIL STR AND DEX SAVES

CLOSE HITS CRITICAL

UNAWARE OF SURROUNDINGS

These distinctions matter whenever a spell says:

STUNNED

instead of:

PARALYZED

or:

UNCONSCIOUS

Do not replace one condition with another because they sound narratively similar.

PART THIRTY NINE: TREMORSENSE VS BLINDSIGHT VS TRUESIGHT

All three are special senses, but they do very different things.

BLINDSIGHT

Allows sight within range without relying on:

PHYSICAL SIGHT

It can see Invisible creatures within range if they aren't behind Total Cover.

TREMORSENSE

PINPOINTS LOCATION

through shared surface or liquid.

But:

IS NOT SIGHT

TRUESIGHT

Actually enhances vision and pierces:

DARKNESS

INVISIBILITY

VISUAL ILLUSIONS

MAGICAL TRANSFORMATIONS

and allows sight into:

THE ETHEREAL PLANE

TACTICAL CONSEQUENCE

A creature with Tremorsense may know:

EXACTLY WHERE YOU ARE

without satisfying a feature that requires:

“A CREATURE YOU CAN SEE”

A creature with suitable Blindsight or Truesight can:

ACTUALLY SEE

according to those senses.

PART FORTY: TEMPORARY HP AND REAL HP

Temporary HP are easiest to understand as:

A PROTECTIVE BUFFER

not:

EXTRA REAL HIT POINTS

EXAMPLE

Maximum HP:

40

Current HP:

40

Temporary HP:

12

You do not write:

52 OF 40 HP

Instead track:

40 HP

and separately:

12 TEMPORARY HP

Take:

8 DAMAGE

Temporary HP:

12 minus 8 =

4

Actual HP:

STILL 40

Take another:

9 DAMAGE

Remaining Temp HP absorbs:

4

Remaining damage:

5

Actual HP:

40 minus 5 =

35

Temporary HP:

0

HEALING LATER

You receive:

10 HEALING

Actual HP:

35 + 10 = 45

But maximum:

40

So:

40 HP

The healing does not restore:

TEMPORARY HP

PART FORTY ONE: COMPLETE UNARMED STRIKE EXAMPLE

A level 5 Fighter has:

Strength:

18

Strength modifier:

+4

PB:

+3

Unarmed Strike save DC:

8 + 4 + 3 =

15

DAMAGE OPTION

Attack modifier:

4 + 3 =

+7

On hit:

1 + 4 =

5 BLUDGEONING DAMAGE

GRAPPLE OPTION

Target chooses:

STRENGTH SAVE

or:

DEXTERITY SAVE

against:

DC 15

Failure:

GRAPPLED

provided:

TARGET IS NO MORE THAN ONE SIZE LARGER

and Fighter has:

A FREE HAND

SHOVE OPTION

Target chooses:

STRENGTH SAVE

or:

DEXTERITY SAVE

against:

DC 15

Failure:

Fighter chooses:

PUSH 5 FEET

or:

PRONE

provided the Size requirement is satisfied.

THIS IS ONE UNARMED STRIKE WITH THREE POSSIBLE OUTCOMES

Before resolving it, choose:

DAMAGE

GRAPPLE

or:

SHOVE

PART FORTY TWO: COMMON BEGINNER MISTAKES

MISTAKE 1

Thinking Save and Saving Throw are different mechanics.

They are:

THE SAME THING

MISTAKE 2

Rolling a Saving Throw whenever you want.

Normally:

A RULE REQUIRES IT

MISTAKE 3

Thinking you must always resist a Saving Throw.

You may:

CHOOSE TO FAIL

MISTAKE 4

Giving natural 20 automatic success on every ordinary Saving Throw.

The general Saving Throw rule does not establish that.

MISTAKE 5

Using Intelligence for Search.

Search uses:

WISDOM

MISTAKE 6

Using Wisdom for Study.

Study uses:

INTELLIGENCE

MISTAKE 7

Thinking Shape Shifting automatically removes conditions.

Ongoing effects normally:

CARRY OVER

unless the transformation says otherwise.

MISTAKE 8

Starting a Short Rest at 0 HP.

You need:

AT LEAST 1 HP

MISTAKE 9

Spending all Hit Dice before seeing any results.

You may decide:

ONE DIE AT A TIME

MISTAKE 10

Giving zero healing from a spent Hit Die because of a negative Constitution modifier.

Minimum:

1 HP

per Hit Die spent.

MISTAKE 11

Continuing an interrupted Short Rest by adding one hour.

That rule belongs to:

LONG RESTS

An interrupted Short Rest:

CONFERS NO BENEFITS

MISTAKE 12

Ignoring Initiative as a Short Rest interruption.

Rolling Initiative:

INTERRUPTS IT

MISTAKE 13

Thinking simultaneous effects have a fixed universal order.

On a turn:

PERSON WHOSE TURN IT IS CHOOSES THE ORDER

MISTAKE 14

Thinking Size is purely descriptive.

It affects:

COMBAT SPACE

and numerous other mechanics.

MISTAKE 15

Adding PB to a Skill without proficiency.

Skill proficiency is what normally lets you:

ADD PB

MISTAKE 16

Adding normal Speed and Fly Speed together.

Multiple Speeds don't produce:

ONE GIANT MOVEMENT POOL

Use the switching rules.

MISTAKE 17

Reducing normal Speed but leaving Fly Speed unchanged.

Temporary changes to Speed apply equally to:

SPECIAL SPEEDS

MISTAKE 18

Thinking Spell Attack means Saving Throw spell.

A Spell Attack specifically means:

ATTACK ROLL

MISTAKE 19

Replacing a costly Material component with a focus.

A normal Spellcasting Focus can't replace:

A COMPONENT WITH A SPECIFIED COST

MISTAKE 20

Replacing a consumed Material component with a focus.

A normal focus can't do that either.

MISTAKE 21

Excluding the center point from a Sphere.

Sphere origin:

IS INCLUDED

MISTAKE 22

Thinking Stable means 1 HP.

Stable can mean:

0 HP

without Death Saving Throws.

MISTAKE 23

Thinking Stable means conscious.

A Stable creature at 0 HP remains:

UNCONSCIOUS

MISTAKE 24

Thinking Stable creatures never recover without magical healing.

If not healed, a Stable creature regains:

1 HP AFTER 1D4 HOURS

MISTAKE 25

Taking damage while Stable but staying Stable.

Damage:

ENDS STABLE

under the 0 HP rules.

MISTAKE 26

Adding a monster's static damage and die expression together.

Choose:

STATIC NUMBER

or:

ROLL THE DICE

not both.

MISTAKE 27

Using Search to identify magical lore.

That will often be:

STUDY WITH ARCANA

MISTAKE 28

Using Study to locate a hidden creature.

That normally belongs to:

SEARCH WITH PERCEPTION

MISTAKE 29

Giving Stunned Speed 0 automatically.

SRD 5.2.1 Stunned does:

NOT

include Speed 0.

MISTAKE 30

Giving Stunned automatic close range critical hits.

That is not part of Stunned.

It appears in conditions such as:

PARALYZED

and:

UNCONSCIOUS

MISTAKE 31

Making a Stunned creature roll Strength or Dexterity saves.

It:

AUTOMATICALLY FAILS THEM

MISTAKE 32

Using older suffocation mechanics.

SRD 5.2.1 uses:

EXHAUSTION EACH TURN AFTER SUFFOCATION BEGINS

MISTAKE 33

Recovering suffocation Exhaustion one level at a time.

When breathing resumes:

ALL EXHAUSTION FROM SUFFOCATION IS REMOVED

MISTAKE 34

Treating Surprise as a condition.

It isn't listed as:

A CONDITION

MISTAKE 35

Making a Surprised creature automatically lose its first turn.

SRD 5.2.1 Surprise gives:

DISADVANTAGE ON INITIATIVE

MISTAKE 36

Swimming at full normal Speed without a Swim Speed.

Ordinary swimming costs:

1 EXTRA FOOT PER FOOT

MISTAKE 37

Requiring Athletics for every swim.

The optional:

DC 15 ATHLETICS

rule applies to:

ROUGH WATER

at the GM's option.

MISTAKE 38

Thinking Swim Speed removes every aquatic hazard.

It removes:

NORMAL EXTRA SWIMMING MOVEMENT COST

It doesn't automatically cancel every other water rule.

MISTAKE 39

Thinking Target means only something attacked with a weapon.

Targets can be:

ATTACKED

FORCED TO SAVE

or:

SELECTED FOR AN EFFECT

MISTAKE 40

Requiring a shared language for Telepathy.

Normally:

NO SHARED LANGUAGE REQUIRED

MISTAKE 41

Using Telepathy on a creature that understands no language and isn't telepathic.

The normal rule requires one of those abilities to understand.

MISTAKE 42

Thinking Telepathy requires sight.

It:

DOESN'T

MISTAKE 43

Maintaining Telepathy after Incapacitated.

The connection:

BREAKS

MISTAKE 44

Teleporting and provoking an Opportunity Attack.

Teleportation:

NEVER PROVOKES

MISTAKE 45

Spending normal movement for every teleport.

Teleportation doesn't expend movement unless:

THE EFFECT SAYS IT DOES

MISTAKE 46

Automatically teleporting somebody simply because you touch them.

The effect must:

SPECIFICALLY ALLOW IT

MISTAKE 47

Appearing inside a solid wall after teleporting.

You instead appear in:

NEAREST UNOCCUPIED SPACE OF YOUR CHOICE

MISTAKE 48

Stacking Temporary Hit Points.

You choose:

OLD AMOUNT

or:

NEW AMOUNT

MISTAKE 49

Healing Temporary Hit Points.

Healing:

DOESN'T RESTORE THEM

MISTAKE 50

Thinking Temporary HP count as healing.

They:

DO NOT

MISTAKE 51

Waking an unconscious 0 HP character with Temporary Hit Points.

Temporary HP do:

NOT

restore consciousness.

MISTAKE 52

Using Tremorsense to detect a flying creature.

It can't detect targets:

IN THE AIR

MISTAKE 53

Treating Tremorsense as sight.

It explicitly:

IS NOT SIGHT

MISTAKE 54

Assuming Truesight sees through walls.

It doesn't say that.

MISTAKE 55

Assuming Truesight automatically defeats every nonvisual mental effect.

Its visual illusion rule applies specifically to:

VISUAL ILLUSIONS

MISTAKE 56

Making an Attack Roll to Grapple with a normal Unarmed Strike.

Grapple uses:

TARGET SAVING THROW

MISTAKE 57

Using opposed Athletics for the normal SRD 5.2.1 Grapple attempt.

The Unarmed Strike rule instead uses:

STRENGTH OR DEXTERITY SAVE

target chooses.

MISTAKE 58

Using Dexterity to calculate the normal Grapple DC.

Normal formula:

8 + STRENGTH MODIFIER + PB

MISTAKE 59

Grappling a target two Sizes larger.

Normal Unarmed Strike Grapple limit:

NO MORE THAN ONE SIZE LARGER

MISTAKE 60

Forgetting the free hand requirement for Grapple.

You need:

A FREE HAND

MISTAKE 61

Requiring a free hand for Shove.

The Shove option doesn't contain that requirement.

MISTAKE 62

Thinking Shove deals normal Unarmed Strike damage.

Choose:

DAMAGE

GRAPPLE

or:

SHOVE

They are separate Unarmed Strike options.

MISTAKE 63

Allowing an Unconscious creature to keep Concentration.

Unconscious includes:

INCAPACITATED

which breaks Concentration.

MISTAKE 64

Forgetting an Unconscious creature drops held objects.

It does.

MISTAKE 65

Standing automatically when Unconscious ends.

You remain:

PRONE

MISTAKE 66

Automatically hitting an Unconscious creature.

Attacks have:

ADVANTAGE

but still need to:

HIT

MISTAKE 67

Automatically making every hit against an Unconscious creature critical.

Attacker must be:

WITHIN 5 FEET

MISTAKE 68

Thinking a space is unoccupied merely because no creature is there.

It must also not be:

COMPLETELY FILLED BY OBJECTS

MISTAKE 69

Using Utilize for every minor interaction.

Use it when the object's rules require:

AN ACTION

MISTAKE 70

Adding two Vulnerabilities together.

Vulnerability applies:

ONCE PER DAMAGE INSTANCE

MISTAKE 71

Thinking a random chair is automatically a Weapon.

Weapon means an object in:

SIMPLE

or:

MARTIAL

weapon categories.

The chair may instead be:

AN IMPROVISED WEAPON

MISTAKE 72

Calling every melee attack a Weapon Attack.

An Unarmed Strike is a melee attack but isn't automatically:

A WEAPON ATTACK

QUICK RECAP

S

Save

Another name for:

SAVING THROW

Saving Throw

Attempt to:

AVOID OR RESIST A THREAT

Normally required by a rule.

You may:

CHOOSE TO FAIL

Search

WISDOM ACTION

used to discern something not obvious.

Shape Shifting

Specific effect defines transformation.

Ongoing effects normally:

CARRY OVER

Short Rest

1 HOUR

Requires:

1+ HP

Spend Hit Dice for healing and recover qualifying features.

Interrupted Short Rest:

NO BENEFITS

Simultaneous Effects

On a turn:

PERSON WHOSE TURN IT IS CHOOSES ORDER

Size

TINY

SMALL

MEDIUM

LARGE

HUGE

GARGANTUAN

Skill

Specialization associated with:

AN ABILITY CHECK

Speed

Distance you can cover when moving on your turn.

Special Speeds can include:

BURROW

CLIMB

FLY

SWIM

Spell

A magical effect defined by the spell rules.

Spell Attack

An:

ATTACK ROLL

made as part of a spell or magical effect.

Spellcasting Focus

Can substitute for qualifying:

NON COSTLY

NON CONSUMED

Material components when the creature has permission to use that focus.

Sphere

Area extending:

IN EVERY DIRECTION

from a center point.

Origin:

INCLUDED

Stable

0 HP

without needing:

DEATH SAVING THROWS

Stat Block

Contains:

MONSTER GAME STATISTICS

Study

INTELLIGENCE ACTION

for knowledge.

Stunned

INCAPACITATED

AUTO FAIL STR AND DEX SAVES

ATTACKS AGAINST ADVANTAGE

No inherent:

SPEED 0

Suffocation

Hold breath:

1 + CON MOD MINUTES

minimum:

30 SECONDS

After suffocation begins:

+1 EXHAUSTION EACH END OF TURN

Surprise

DISADVANTAGE ON INITIATIVE

Swimming

Normally:

1 EXTRA FOOT PER FOOT

Swim Speed

Removes the normal extra swimming movement cost.

T

Target

Creature or object:

ATTACKED

FORCED TO SAVE

or:

SELECTED FOR AN EFFECT

Telepathy

Magical mental communication.

Normally:

NO SHARED LANGUAGE REQUIRED

NO SIGHT REQUIRED

Teleportation

Instantly disappear and reappear.

NO INTERVENING MOVEMENT

NO MOVEMENT COST UNLESS STATED

NEVER PROVOKES OPPORTUNITY ATTACKS

Temporary Hit Points

Damage buffer.

LOST BEFORE ACTUAL HP

DON'T STACK

AREN'T HEALING

Tremorsense

Pinpoints location through:

SHARED SURFACE OR LIQUID

Does not detect airborne targets.

NOT SIGHT

Truesight

Pierces:

DARKNESS

INVISIBILITY

VISUAL ILLUSIONS

MAGICAL TRANSFORMATIONS

and sees into:

ETHEREAL PLANE

U

Unarmed Strike

Choose:

DAMAGE

GRAPPLE

or:

SHOVE

Unconscious

INCAPACITATED

PRONE

DROP HELD OBJECTS

SPEED 0

ATTACKS AGAINST ADVANTAGE

AUTO FAIL STR AND DEX SAVES

CLOSE HITS CRITICAL

UNAWARE

Unoccupied Space

No creature and not completely filled by objects.

Utilize

Action used when an object's use requires:

AN ACTION

V

Vulnerability

Relevant damage:

DOUBLED

Applies only:

ONCE

W

Weapon

An object in:

SIMPLE

or:

MARTIAL

weapon category.

Weapon Attack

ATTACK ROLL MADE WITH A WEAPON

PRIME HERO CHALLENGE

A level 8 adventurer has:

Strength:

18

Strength modifier:

+4

Dexterity:

14

Constitution:

16

Constitution modifier:

+3

Proficiency Bonus:

+3

Speed:

30 FEET

Swim Speed:

NONE

Current HP:

28

Temporary HP:

10

Resolve the following situations.

CHALLENGE 1: SAVING THROW

A spell forces a Wisdom Saving Throw.

Can the adventurer choose to:

FAIL WITHOUT ROLLING?

YES

unless a more specific rule says otherwise.

CHALLENGE 2: SHORT REST

The adventurer spends a d10 Hit Die.

Roll:

6

Constitution:

+3

Healing:

6 + 3 =

9 HP

CHALLENGE 3: SHORT REST INTERRUPTION

After:

45 MINUTES

the adventurer rolls Initiative.

Short Rest:

INTERRUPTED

Benefits:

NONE

CHALLENGE 4: SWIMMING

Speed:

30

No Swim Speed.

Normal swimming:

30 divided by 2 =

15 FEET

CHALLENGE 5: ROUGH WATER

GM calls for:

DC 15 STRENGTH (ATHLETICS)

This is supported by the optional rough water rule.

CHALLENGE 6: TEMPORARY HIT POINTS

Temporary HP:

10

Incoming damage:

16

Temporary HP absorbs:

10

Remaining damage:

6

Actual HP:

28 minus 6 =

22 HP

CHALLENGE 7: MORE TEMPORARY HP

The character currently has:

7 TEMP HP

A feature grants:

12

Can the character have:

19?

NO

Choose:

7

or:

12

The sensible choice is normally:

12

CHALLENGE 8: TELEPORTATION

Enemy is standing next to the character.

The character teleports 30 feet away.

Opportunity Attack?

NO

Teleportation:

NEVER PROVOKES OPPORTUNITY ATTACKS

CHALLENGE 9: UNARMED DAMAGE

Strength modifier:

+4

PB:

+3

Attack bonus:

4 + 3 =

+7

Damage on hit:

1 + 4 =

5 BLUDGEONING

CHALLENGE 10: GRAPPLE

Unarmed Strike Grapple DC:

8 + 4 + 3 =

15

Target chooses:

STRENGTH

or:

DEXTERITY

Saving Throw.

Failure:

GRAPPLED

provided Size and free hand requirements are satisfied.

CHALLENGE 11: SHOVE

Same DC:

15

Failure allows:

PUSH 5 FEET

or:

PRONE

CHALLENGE 12: STUNNED

The character becomes Stunned.

Can they take:

AN ACTION?

NO

Can they use:

A REACTION?

NO

Do they automatically fail:

DEXTERITY SAVES?

YES

Does Stunned itself make Speed 0?

NO

CHALLENGE 13: SUFFOCATION

Constitution modifier:

+3

Hold breath:

1 + 3 =

4 MINUTES

After breath runs out:

+1 EXHAUSTION AT END OF EACH TURN

until breathing resumes.

CHALLENGE 14: TREMORSENSE

A monster has Tremorsense 60 feet.

The adventurer stands:

30 FEET AWAY

on the same stone floor.

The monster can:

PINPOINT THE LOCATION

Now the adventurer flies:

10 FEET INTO THE AIR

Tremorsense:

CAN NO LONGER DETECT THEM THROUGH THIS RULE

CHALLENGE 15: SPHERE

A magical Sphere has:

20 FOOT RADIUS

Is the center point included?

YES

CHALLENGE 16: STABLE

The adventurer has:

0 HP

and becomes Stable.

Death Saves?

NO

Conscious?

NO

If not healed, after:

1D4 HOURS

they regain:

1 HP

CHALLENGE 17: VULNERABILITY

Creature has Cold Vulnerability.

Incoming Cold:

23

Final:

23 × 2 =

46 COLD DAMAGE

CHALLENGE 18: WEAPON ATTACK

Longsword Attack Roll:

WEAPON ATTACK

Fire Bolt:

SPELL ATTACK

Normal Unarmed Strike:

MELEE ATTACK

but not automatically:

WEAPON ATTACK

LESSON 90: KEY TAKEAWAYS

With this lesson, the entire SRD 5.2.1 Rules Glossary is complete.

The most important rules from this final section are:

YOU MAY CHOOSE TO FAIL A SAVING THROW

SEARCH USES WISDOM

STUDY USES INTELLIGENCE

SHAPE SHIFTING NORMALLY CARRIES ONGOING EFFECTS BETWEEN FORMS

SHORT RESTS LAST ONE HOUR

YOU NEED AT LEAST 1 HP TO BEGIN A SHORT REST

SHORT REST HIT DICE ARE SPENT ONE AT A TIME

AN INTERRUPTED SHORT REST PROVIDES NO BENEFITS

THE PERSON WHOSE TURN IT IS ORDERS SIMULTANEOUS EFFECTS ON THAT TURN

SPEED CHANGES ALSO AFFECT SPECIAL SPEEDS

DIFFERENT SPEEDS DO NOT SIMPLY ADD TOGETHER

SPELL ATTACKS ARE ATTACK ROLLS

SPELLCASTING FOCUSES CANNOT REPLACE COSTLY OR CONSUMED MATERIAL COMPONENTS

A SPHERE INCLUDES ITS POINT OF ORIGIN

STABLE MEANS 0 HP WITHOUT DEATH SAVES

A STABLE CREATURE AT 0 HP IS STILL UNCONSCIOUS

A STABLE CREATURE NATURALLY REGAINS 1 HP AFTER 1D4 HOURS IF NOT HEALED

STUNNED DOES NOT INCLUDE SPEED 0 IN SRD 5.2.1

STUNNED DOES INCLUDE INCAPACITATED

SUFFOCATION USES EXHAUSTION

SURPRISE GIVES DISADVANTAGE ON INITIATIVE

SURPRISE DOES NOT AUTOMATICALLY REMOVE THE FIRST TURN

ORDINARY SWIMMING COSTS EXTRA MOVEMENT

A SWIM SPEED REMOVES THE NORMAL EXTRA SWIMMING COST

TELEPATHY DOES NOT NORMALLY REQUIRE A SHARED LANGUAGE

TELEPATHY DOES NOT REQUIRE SIGHT

INCAPACITATED BREAKS TELEPATHIC CONTACT

TELEPORTATION DOESN'T USE MOVEMENT UNLESS AN EFFECT SAYS OTHERWISE

TELEPORTATION NEVER PROVOKES OPPORTUNITY ATTACKS

TEMPORARY HIT POINTS DO NOT STACK

TEMPORARY HIT POINTS ARE NOT HEALING

TEMPORARY HIT POINTS DO NOT WAKE A CREATURE AT 0 HP

TREMORSENSE PINPOINTS LOCATIONS BUT IS NOT SIGHT

TREMORSENSE DOESN'T DETECT AIRBORNE TARGETS

TRUESIGHT SEES THROUGH DARKNESS AND INVISIBILITY

TRUESIGHT REVEALS VISUAL ILLUSIONS AND MAGICAL TRANSFORMATIONS

UNARMED STRIKE CAN DAMAGE, GRAPPLE, OR SHOVE

GRAPPLE AND SHOVE USE SAVING THROWS IN SRD 5.2.1

NORMAL UNARMED STRIKE GRAPPLE DC IS 8 + STRENGTH MODIFIER + PB

UNCONSCIOUS INCLUDES INCAPACITATED AND PRONE

AN UNCONSCIOUS CREATURE REMAINS PRONE WHEN IT WAKES

VULNERABILITY DOUBLES DAMAGE

VULNERABILITY DOES NOT STACK WITH ITSELF

and:

A WEAPON ATTACK IS AN ATTACK ROLL MADE WITH A WEAPON

THE RULES GLOSSARY IS COMPLETE

Across:

LESSON 86: A TO C

LESSON 87: D TO H

LESSON 88: I TO M

LESSON 89: N TO R

and:

LESSON 90: S TO Z

you have now systematically learned the terminology that the SRD 5.2.1 uses to connect its rules together.

This is a major milestone.

You no longer need to treat every rule as an isolated paragraph.

When you encounter terms such as:

INCAPACITATED

INVISIBLE

MAGIC ACTION

REACTION

RESTRAINED

TELEPORTATION

TEMPORARY HIT POINTS

or:

VULNERABILITY

you now know that those terms point to:

PRECISE GAME MECHANICS

That skill is essential for advanced play.

It is also essential for becoming a confident:

GAME MASTER

NEXT LESSON

LESSON 91: ADVANCED TRAVEL

Lesson 91 begins the:

GAMEPLAY TOOLBOX

We now move beyond the core glossary and into additional tools the Game Master can use to build and manage adventures.

The first topic is:

ADVANCED TRAVEL

We will cover:

TERRAIN AND MAXIMUM TRAVEL PACE

GOOD ROADS

SLOWER TRAVELERS

EXTENDED TRAVEL

EXHAUSTION FROM TRAVELING TOO LONG

SPECIAL MOVEMENT

FLYING TRAVEL

and:

CONVERTING SPEED INTO MILES PER HOUR AND MILES PER DAY

This begins the final advanced section of the course before:

MAGIC ITEMS

and:

MONSTERS

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.