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
-
Save
-
Saving Throw
-
Search [Action]
-
Shape Shifting
-
Short Rest
-
Simultaneous Effects
-
Size
-
Skill
-
Speed
-
Spell
-
Spell Attack
-
Spellcasting Focus
-
Sphere [Area of Effect]
-
Stable
-
Stat Block
-
Study [Action]
-
Stunned [Condition]
-
Suffocation [Hazard]
-
Surprise
-
Swimming
-
Swim Speed
T
-
Target
-
Telepathy
-
Teleportation
-
Temporary Hit Points
-
Tremorsense
-
Truesight
U
-
Unarmed Strike
-
Unconscious [Condition]
-
Unoccupied Space
-
Utilize [Action]
V
-
Vulnerability
W
-
Weapon
-
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.