176 System Reference Document 5.2.1
Rules Glossary
Glossary Conventions
The glossary uses the following conventions:
Tags in Brackets. Some entries have a tag in brackets after the entry’s name, as in “Attack [Action].”
A tag—Action, Area of Effect, Attitude, Condition,
or Hazard—indicates that a rule is part of a family
of rules. The tags also have glossary entries.
“You.” The game’s rules—in this glossary and elsewhere—often talk about something happening
to you in the game world. That “you” refers to
the creature or object that the rule applies to in a
particular moment of play. For example, the “you”
in the Prone condition is a creature that currently
has that condition.
“See Also.” Some glossary entries include a See also
section that points to other entries in the glossary,
to other parts of this document, or both.
No Obsolete Terms. The glossary contains definitions of current rules terms only. If you’re looking
for a term from an earlier version of the fifth edition rules, consult the index.
Abbreviations. The abbreviations listed below appear in this glossary and elsewhere in the rules.

ACArmor Class
CConcentration
CEChaotic Evil
CGChaotic Good
Cha. Charisma
CNChaotic Neutral
Con. Constitution
CPCopper Piece(s)
CRChallenge Rating
DCDifficulty Class
Dex. Dexterity
EPElectrum Piece(s)
GMGame Master
GPGold Piece(s)
HP
Int.
Hit Point(s)
Intelligence
LELawful Evil
LGLawful Good
LNLawful Neutral
MMaterial
component
Neutral
N
NENeutral Evil
NGNeutral Good
NPC Nonplayer
character
Proficiency Bonus
PB
PPPlatinum Piece(s)
RRitual
SSomatic
component
Silver Piece(s)
Strength
SP
Str.
VVerbal
component
Wis. Wisdom
XPExperience
Point(s)

Rules Definitions
Here are definitions of various rules.
Ability Check
An ability check is a D20 Test that represents using
one of the six abilities—or a specific skill associated
with an ability—to overcome a challenge. See also
“Playing the Game” (“D20 Tests” and “Proficiency”).
Ability Score and Modifier
A creature has six ability scores—Strength, Dexterity, Constitution, Intelligence, Wisdom, and
Charisma—each of which has a corresponding modifier. Add the modifier when you make a D20 Test
with the corresponding ability or when a rule asks
you to do so. See also “Playing the Game” (“The Six
Abilities”).
Action
On your turn, you can take one action. Choose which
action to take from those below or from the special
actions provided by your features. See also “Playing
the Game” (“Actions”). These actions are defined
elsewhere in this glossary:
Attack
Dash
Disengage
Dodge
Help
Hide
Influence
Magic
Ready
Search
Study
Utilize
Advantage
If you have Advantage on a D20 Test, roll two d20s,
and use the higher roll. A roll can’t be affected by
more than one Advantage, and Advantage and Disadvantage on the same roll cancel each other. See
also “Playing the Game” (“D20 Tests”).
Adventure
An adventure is a series of encounters. A
story emerges through playing them. See also
“Encounter.”
Alignment
A creature’s alignment broadly describes its ethical
attitudes and ideals. Alignment is a combination of
two factors: one identifies morality (good, evil, or
neutral), and the other describes attitudes toward
order (lawful, chaotic, or neutral). These factors allow for nine possible combinations, such as Lawful
Good and Neutral Evil. See also “Character Creation”
(“Create Your Character”).
Ally
A creature is your ally if it is a member of your adventuring party, your friend, on your side in combat,
or a creature that the rules or the GM designates as
your ally.
177 System Reference Document 5.2.1
Area of Effect
The descriptions of many spells and other features
specify that they have an area of effect, which typically has one of six shapes. These shapes are defined elsewhere in this glossary:
Cone
Cube
Cylinder
Emanation
Line
Sphere
An area of effect has a point of origin, a location
from which the effect’s energy erupts. The rules for
each shape specify how to position its point of origin. If all straight lines extending from the point of
origin to a location in the area of effect are blocked,
that location isn’t included in the area of effect.
To block a line, an obstruction must provide Total
Cover. See also “Cover.”
If the creator of an area of effect places it at an
unseen point and an obstruction—such as a wall—
is between the creator and that point, the point
of origin comes into being on the near side of the
obstruction.
Armor Class
An Armor Class (AC) is the target number for an
attack roll. AC represents how difficult it is to hit a
target.
Your base AC calculation is 10 plus your Dexterity
modifier. If a rule gives you another base AC calculation, you choose which calculation to use; you can’t
use more than one. See also “Attack Roll.”
Armor Training
Armor training allows you to use armor of a certain
category without the following drawbacks. If you
wear Light, Medium, or Heavy armor and lack training with it, you have Disadvantage on any D20 Test
that involves Strength or Dexterity, and you can’t
cast spells. If you use a Shield and lack training with
it, you don’t gain its AC bonus. See also “Disadvantage” and “Equipment” (“Armor”).
Attack [Action]
When you take the Attack action, you can make one
attack roll with a weapon or an Unarmed Strike.
Equipping and Unequipping Weapons. You can
either equip or unequip one weapon when you make
an attack as part of this action. You do so either
before or after the attack. If you equip a weapon
before an attack, you don’t need to use it for that attack. Equipping a weapon includes drawing it from
a sheath or picking it up. Unequipping a weapon includes sheathing, stowing, or dropping it.
Moving between Attacks. If you move on your
turn and have a feature, such as Extra Attack, that
gives you more than one attack as part of the Attack
action, you can use some or all of that movement to
move between those attacks.
Attack Roll
An attack roll is a D20 Test that represents making
an attack with a weapon, an Unarmed Strike, or a
spell. See also “Playing the Game” (“D20 Tests”).
Attitude
A monster has a starting attitude toward a player
character: Friendly, Hostile, or Indifferent. See also
“Friendly,” “Hostile,” “Indifferent,” and “Influence.”
Attunement
Some magic items require a creature to form a
bond—called Attunement—with them before the
creature can use an item’s magical properties. A
creature can have Attunement with no more than
three magic items at a time. See also “Equipment”
(“Magic Items”).
Blinded [Condition]
While you have the Blinded condition, you experience the following effects.
Can’t See. You can’t see and automatically fail any
ability check that requires sight.
Attacks Affected. Attack rolls against you have
Advantage, and your attack rolls have Disadvantage.
Blindsight
If you have Blindsight, you can see within a specific
range without relying on physical sight. Within that
range, you can see anything that isn’t behind Total
Cover even if you have the Blinded condition or are
in Darkness. Moreover, in that range, you can see
something that has the Invisible condition.
Bloodied
A creature is Bloodied while it has half its Hit Points
or fewer remaining.
Bonus Action
A Bonus Action is a special action that you can take
on the same turn that you take an action. You can’t
take more than one Bonus Action on a turn, and you
have a Bonus Action to take only if a rule explicitly
says so. See also “Playing the Game” (“Actions”).
Breaking Objects
Objects can be harmed by attacks and by some
spells, using the rules below. If an object is exceedingly fragile, the GM may allow a creature to break
it automatically with the Attack or Utilize action.
Armor Class. The Object Armor Class table suggests ACs for various substances.
178 System Reference Document 5.2.1
Object Armor Class
AC Substance AC Substance
11 Cloth, paper, rope 19 Iron, steel
13 Crystal, glass, ice 21 Mithral
15 Wood 23 Adamantine
17 Stone
Hit Points. An object is destroyed when it has 0
Hit Points. The Object Hit Points table suggests Hit
Points for fragile and resilient objects that are Large
or smaller. To track Hit Points for a Huge or Gargantuan object, divide it into Large or smaller sections,
and track each section’s Hit Points separately. The
GM determines whether destroying part of an object causes the whole thing to collapse.
Object Hit Points

Size
Tiny (bottle, lock)
Small (chest, lute)
Medium (barrel, chandelier)
Large (cart, dining table)
Fragile
2 (1d4)
3 (1d6)
4 (1d8)
5 (1d10)
Resilient
5 (2d4)
10 (3d6)
18 (4d8)
27 (5d10)

Damage Types and Objects. Objects have Immunity to Poison and Psychic damage. The GM might
decide that some damage types are more or less effective against an object. For example, Bludgeoning
damage works well for smashing things but not for
cutting. Paper or cloth objects might have Vulnerability to Fire damage.
Damage Threshold. Big objects, such as castle
walls, often have extra resilience represented by a
damage threshold. See also “Damage Threshold.”
No Ability Scores. An object lacks ability scores
unless a rule assigns scores to the object. Without
ability scores, an object can’t make ability checks,
and it fails all saving throws.
Bright Light
Bright Light is normal illumination. See also “Playing the Game” (“Exploration”).
Burning [Hazard]
A burning creature or object takes 1d4 Fire damage
at the start of each of its turns. As an action, you
can extinguish fire on yourself by giving yourself
the Prone condition and rolling on the ground.
The fire also goes out if it is doused, submerged, or
suffocated.
Burrow Speed
A creature that has a Burrow Speed can use that
speed to move through sand, earth, mud, or ice. The
creature can’t burrow through solid rock unless the
creature has a trait that allows it to do so. See also
“Speed.”
Campaign
A campaign is a series of adventures. See also
“Adventure.”
Cantrip
A cantrip is a level 0 spell, which is cast without a
spell slot. See also “Spells.”
Carrying Capacity
Your size and Strength score determine the maximum weight in pounds that you can carry, as shown
in the Carrying Capacity table. The table also shows
the maximum weight you can drag, lift, or push.
While dragging, lifting, or pushing weight in excess of the maximum weight you can carry, your
Speed can be no more than 5 feet.
Carrying Capacity

Creature Size
Tiny
Small/Medium
Large
Huge
Gargantuan
Carry
Str. × 7.5 lb.
Str. × 15 lb.
Str. × 30 lb.
Str. × 60 lb.
Str. × 120 lb.
Drag/Lift/Push
Str. × 15 lb.
Str. × 30 lb.
Str. × 60 lb.
Str. × 120 lb.
Str. × 240 lb.

Challenge Rating
Challenge Rating (CR) summarizes the threat a
monster poses to a group of four player characters.
Compare a monster’s CR to the characters’ level. If
the CR is higher, the monster is likely a danger. If the
CR is lower, the monster likely poses little threat.
But circumstances and the number of player characters can significantly alter how threatening a monster is in actual play. “Gameplay Toolbox” (“Combat
Encounters”) provides guidance to the GM on using
CR while planning potential combat encounters. See
also “Stat Block.”
Character Sheet
A character sheet is a paper or digital record that
you use to track your character’s information. See
also “Character Creation.”
Charmed [Condition]
While you have the Charmed condition, you experience the following effects.
Can’t Harm the Charmer. You can’t attack the
charmer or target the charmer with damaging abilities or magical effects.
Social Advantage. The charmer has Advantage on
any ability check to interact with you socially.
Climbing
While you’re climbing, each foot of movement costs
1 extra foot (2 extra feet in Difficult Terrain). You
ignore this extra cost if you have a Climb Speed and
use it to climb.
179 System Reference Document 5.2.1
At the GM’s option, climbing a slippery surface or
one with few handholds might require a successful
DC 15 Strength (Athletics) check.
Climb Speed
A Climb Speed can be used in place of Speed to traverse a vertical surface without expending the extra
movement normally associated with climbing. See
also “Climbing” and “Speed.”
Concentration
Some spells and other effects require Concentration
to remain active, as specified in their descriptions.
If the effect’s creator loses Concentration, the effect
ends. If the effect has a maximum duration, the effect’s description specifies how long the creator can
concentrate on it: up to 1 minute, 1 hour, or some
other duration. The creator can end Concentration
at any time (no action required). The following factors break Concentration.
Another Concentration Effect. You lose Concentration on an effect the moment you start casting
a spell that requires Concentration or activate another effect that requires Concentration.
Damage. If you take damage, you must succeed
on a Constitution saving throw to maintain Concentration. The DC equals 10 or half the damage taken
(round down), whichever number is higher, up to a
maximum DC of 30.
Incapacitated or Dead. Your Concentration ends
if you have the Incapacitated condition or you die.
Condition
A condition is a temporary game state. The definition of a condition says how it affects its recipient,
and various rules define how to end a condition.
This glossary defines these conditions:
Blinded
Charmed
Deafened
Exhaustion
Frightened
Grappled
Incapacitated
Invisible
Paralyzed
Petrified
Poisoned
Prone
Restrained
Stunned
Unconscious
A condition doesn’t stack with itself; a recipient
either has a condition or doesn’t. The Exhaustion
condition is an exception to that rule.
Cone [Area of Effect]
A Cone is an area of effect that extends in straight
lines from a point of origin in a direction its creator
chooses. A Cone’s width at any point along its length
is equal to that point’s distance from the point of
origin. For example, a Cone is 15 feet wide at a point
along its length that is 15 feet from the point of
origin. The effect that creates a Cone specifies its
maximum length.
A Cone’s point of origin isn’t included in the area
of effect unless its creator decides otherwise.
Cover
Cover provides a degree of protection to a target
behind it. There are three degrees of cover, each of
which provides a different benefit to a target: Half
Cover (+2 bonus to AC and Dexterity saving throws),
Three-Quarters Cover (+5 bonus to AC and Dexterity saving throws), and Total Cover (can’t be targeted directly). If behind more than one degree of
cover, a target benefits only from the most protective degree. See also “Playing the Game” (“Combat”).
Crawling
While you’re crawling, each foot of movement costs
1 extra foot (2 extra feet in Difficult Terrain). See
also “Speed.”
Creature
Any being in the game, including a player’s character, is a creature. See also “Creature Type.”
Creature Type
Every creature, including every player character,
has a tag in the rules that identifies the type of creature it is. Most player characters are of the Humanoid type. These are the game’s creature types:
Aberration
Beast
Celestial
Construct
Dragon
Elemental
Fey
Fiend
Giant
Humanoid
Monstrosity
Ooze
Plant
Undead
The types don’t have rules themselves, but some
rules in the game affect creatures of certain types
in different ways.
Critical Hit
If you roll a 20 on the d20 for an attack roll, you
score a Critical Hit, and the attack hits regardless of
any modifiers or the target’s AC. A Critical Hit lets
you roll extra dice for the attack’s damage against
the target. Roll all of the attack’s damage dice twice
and add them together. Then add any relevant modifiers. See also “Playing the Game” (“Damage and
Healing”).
Cube [Area of Effect]
A Cube is an area of effect that extends in straight
lines from a point of origin located anywhere on a
face of the Cube. The effect that creates a Cube specifies its size, which is the length of each side.
A Cube’s point of origin isn’t included in the area
of effect unless its creator decides otherwise.
Curses
Some game effects curse a creature or an object.
The effect that confers a curse defines what the
curse does. Curses can be removed by the Remove
Curse and Greater Restoration spells or other magic
that explicitly ends curses.
180 System Reference Document 5.2.1
Cylinder [Area of Effect]
A Cylinder is an area of effect that extends in
straight lines from a point of origin located at the
center of the circular top or bottom of the Cylinder.
The effect that creates a Cylinder specifies the radius of the Cylinder’s base and the Cylinder’s height.
A Cylinder’s point of origin is included in the area
of effect.
D20 Test
D20 Tests encompass the three main d20 rolls of
the game: ability checks, attack rolls, and saving
throws. If something in the game affects D20 Tests,
it affects all three of these rolls. The GM determines
whether a D20 Test is warranted in a given circumstance. See also “Playing the Game” (“D20 Tests”).
Damage
Damage represents harm that causes a creature or
an object to lose Hit Points.
Damage Roll
A damage roll is a die roll, adjusted by any applicable modifiers, that deals damage to a target. See also
“Playing the Game” (“Damage and Healing”).
Damage Threshold
A creature or an object that has a damage threshold has Immunity to all damage unless it takes an
amount of damage from a single attack or effect
equal to or greater than its damage threshold, in
which case it takes that entire instance of damage. Any damage that fails to meet or exceed the
damage threshold is superficial and doesn’t reduce
Hit Points. For example, if an object has a damage
threshold of 10, the object takes no damage if 9
damage is dealt to it, since that damage fails to
exceed the threshold. If the same object is dealt 11
damage, it takes all of that damage.
Damage Types
Attacks and other harmful effects deal different
types of damage. Damage types have no rules of
their own, but other rules, such as Resistance, rely
on the types. The Damage Types table offers examples to help a GM assign a type to a new effect.
Damage Types

TypeExamples
AcidCorrosive liquids, digestive enzymes
BludgeoningBlunt objects, constriction, falling
ColdFreezing water, icy blasts
FireFlames, unbearable heat
ForcePure magical energy
LightningElectricity
TypeExamples
NecroticLife-draining energy
PiercingFangs, puncturing objects
PoisonToxic gas, venom
PsychicMind-rending energy
RadiantHoly energy, searing radiation
SlashingClaws, cutting objects
ThunderConcussive sound

Darkness
An area of Darkness is Heavily Obscured. See
also “Heavily Obscured” and “Playing the Game”
(“Exploration”).
Darkvision
If you have Darkvision, you can see in Dim Light
within a specified range as if it were Bright Light
and in Darkness within that range as if it were
Dim Light. You discern colors in that Darkness
only as shades of gray. See also “Playing the Game”
(“Exploration”).
Dash [Action]
When you take the Dash action, you gain extra
movement for the current turn. The increase equals
your Speed after applying any modifiers. With a
Speed of 30 feet, for example, you can move up to
60 feet on your turn if you Dash. If your Speed of 30
feet is reduced to 15 feet, you can move up to 30 feet
this turn if you Dash.
If you have a special speed, such as a Fly Speed or
Swim Speed, you can use that speed instead of your
Speed when you take this action. You choose which
speed to use each time you take it. See also “Speed.”
Dead
A dead creature has no Hit Points and can’t regain
them unless it is first revived by magic such as the
Raise Dead or Revivify spell. When such a spell is
cast, the spirit knows who is casting it and can refuse. The spirit of a dead creature has left the body
and departed for the Outer Planes, and reviving the
creature requires calling the spirit back.
If the creature returns to life, the revival effect
determines the creature’s current Hit Points. Unless otherwise stated, the creature returns to life
with any conditions, magical contagions, or curses
that were affecting it at death if the durations of
those effects are still ongoing. If the creature died
with any Exhaustion levels, it returns with 1 fewer
level. If the creature had Attunement to one or more
magic items, it is no longer attuned to them.
181 System Reference Document 5.2.1
Deafened [Condition]
While you have the Deafened condition, you experience the following effect.
Can’t Hear. You can’t hear and automatically fail
any ability check that requires hearing.
Death Saving Throw
A player character must make a Death Saving
Throw (also called a Death Save) if they start their
turn with 0 Hit Points. See also “Playing the Game”
(“Damage and Healing”).
Dehydration [Hazard]
A creature requires an amount of water per day
based on its size, as shown in the Water Needs per
Day table. A creature that drinks less than half the
required water for a day gains 1 Exhaustion level
at the day’s end. Exhaustion caused by dehydration can’t be removed until the creature drinks the
full amount of water required for a day. See also
“Exhaustion.”
Water Needs per Day

SizeWater
Tiny1/4 gallon
Small1 gallon
Medium1 gallon

Size Water
Large 4 gallons
Huge 16 gallons
Gargantuan 64 gallons
Difficult Terrain
If a space is Difficult Terrain, every foot of movement in that space costs 1 extra foot. For example,
moving 5 feet through Difficult Terrain costs 10 feet
of movement. Difficult Terrain isn’t cumulative; either a space is Difficult Terrain or it isn’t.
A space is Difficult Terrain if the space contains
any of the following or something similar:
• A creature that isn’t Tiny or your ally
• Furniture that is sized for creatures of your size or
larger
• Heavy snow, ice, rubble, or undergrowth
• Liquid that’s between shin- and waist-deep
• A narrow opening sized for a creature one size
smaller than you
• A slope of 20 degrees or more
Difficulty Class
A Difficulty Class (DC) is the target number for an
ability check or a saving throw. See also “Playing the
Game” (“D20 Tests”).
Dim Light
An area with Dim Light is Lightly Obscured. See
also “Lightly Obscured” and “Playing the Game”
(“Exploration”).
Disadvantage
If you have Disadvantage on a D20 Test, roll two
d20s and use the lower roll. A roll can’t be affected
by more than one Disadvantage, and Advantage and
Disadvantage on the same roll cancel each other. See
also “Playing the Game” (“D20 Tests”).
Disengage [Action]
If you take the Disengage action, your movement
doesn’t provoke Opportunity Attacks for the rest of
the current turn.
Dodge [Action]
If you take the Dodge action, you gain the following
benefits: until the start of your next turn, any attack
roll made against you has Disadvantage if you can
see the attacker, and you make Dexterity saving
throws with Advantage.
You lose these benefits if you have the Incapacitated condition or if your Speed is 0.
Emanation [Area of Effect]
An Emanation is an area of effect that extends in
straight lines from a creature or an object in all directions. The effect that creates an Emanation specifies the distance it extends.
An Emanation moves with the creature or object
that is its origin unless it is an instantaneous or a
stationary effect.
An Emanation’s origin (creature or object) isn’t
included in the area of effect unless its creator decides otherwise.
Encounter
An encounter is a scene in an adventure that is part
of at least one of the game’s three pillars: social interaction, exploration, or combat. See also “Playing
the Game” (“Social Interaction,” “Exploration,” and
“Combat”).
Enemy
A creature is your enemy if it fights against you in
combat, actively works to harm you, or is designated as your enemy by the rules or GM.
Exhaustion [Condition]
While you have the Exhaustion condition, you
experience the following effects.
Exhaustion Levels. This condition is cumulative.
Each time you receive it, you gain 1 Exhaustion
level. You die if your Exhaustion level is 6.
D20 Tests Affected. When you make a D20 Test,
the roll is reduced by 2 times your Exhaustion level.
Speed Reduced. Your Speed is reduced by a number of feet equal to 5 times your Exhaustion level.
Removing Exhaustion Levels. Finishing a Long
Rest removes 1 of your Exhaustion levels. When
your Exhaustion level reaches 0, the condition ends.
182 System Reference Document 5.2.1
Experience Points
As they overcome challenges and complete adventures, characters earn Experience Points (XP),
which are awarded by the Game Master. When a
character’s XP total crosses certain thresholds,
the character’s level increases. See also “Level
Advancement.”
Expertise
Expertise is a feature that enhances your use of a
skill proficiency. When you make an ability check
with a skill proficiency in which you have Expertise,
your Proficiency Bonus is doubled for that check unless the bonus is doubled by another feature.
If you gain Expertise, you gain it in one skill in
which you have proficiency. You can’t have Expertise in the same skill proficiency more than once.
See also “Playing the Game” (“Proficiency”).
Falling [Hazard]
A creature that falls takes 1d6 Bludgeoning damage at the end of the fall for every 10 feet it fell, to
a maximum of 20d6. When the creature lands, it
has the Prone condition unless it avoids taking any
damage from the fall.
A creature that falls into water or another liquid
can use its Reaction to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to hit the
surface head or feet first. On a successful check, any
damage resulting from the fall is halved.
Flying
A variety of effects allow a creature to fly. While flying, you fall if you have the Incapacitated or Prone
condition or your Fly Speed is reduced to 0. You can
stay aloft in those circumstances if you can hover.
See also “Falling” and “Fly Speed.”
Fly Speed
A Fly Speed can be used to travel through the air.
While you have a Fly Speed, you can stay aloft until
you land, fall, or die. See also “Flying” and “Speed.”
Friendly [Attitude]
A Friendly creature views you favorably. You
have Advantage on an ability check to influence a
Friendly creature. See also “Influence.”
Frightened [Condition]
While you have the Frightened condition, you experience the following effects.
Ability Checks and Attacks Affected. You have
Disadvantage on ability checks and attack rolls
while the source of fear is within line of sight.
Can’t Approach. You can’t willingly move closer to
the source of fear.
Grappled [Condition]
While you have the Grappled condition, you experience the following effects.
Speed 0. Your Speed is 0 and can’t increase.
Attacks Affected. You have Disadvantage on attack rolls against any target other than the grappler.
Movable. The grappler can drag or carry you
when it moves, but every foot of movement costs it 1
extra foot unless you are Tiny or two or more sizes
smaller than it.
Grappling
A creature can grapple another creature. Characters typically grapple by using an Unarmed Strike.
Many monsters have special attacks that allow
them to quickly grapple prey. However a grapple is
initiated, it follows these rules. See also “Unarmed
Strike” and “Grappled.”
Grappled Condition. Successfully grappling a
creature gives it the Grappled condition.
One Grapple per Hand. A creature must have a
hand free to grapple another creature. Some stat
blocks and game effects allow a creature to grapple
using a tentacle, a maw, or another body part. Whatever part a grappler uses, it can grapple only one
creature at a time with that part, and the grappler
can’t use that part to target another creature unless
it ends the grapple.
Ending a Grapple. A Grappled creature can use
its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the grapple’s escape
DC, ending the condition on itself on a success. The
condition also ends if the grappler has the Incapacitated condition or if the distance between the
Grappled target and the grappler exceeds the grapple’s range. In addition, the grappler can release the
target at any time (no action required).
Hazard
A hazard is an environmental danger. See also
“Burning,” “Dehydration,” “Falling,” “Malnutrition,”
and “Suffocation.”
Healing
Healing is how you regain Hit Points. See also “Playing the Game” (“Damage and Healing”).
Heavily Obscured
You have the Blinded condition while trying to see
something in a Heavily Obscured space. See also
“Blinded,” “Darkness,” and “Playing the Game”
(“Exploration”).
Help [Action]
When you take the Help action, you do one of the
following.
Assist an Ability Check. Choose one of your
skill or tool proficiencies and one ally who is near
183 System Reference Document 5.2.1
enough for you to assist verbally or physically when
they make an ability check. That ally has Advantage
on the next ability check they make with the chosen
skill or tool. This benefit expires if the ally doesn’t
use it before the start of your next turn. The GM has
final say on whether your assistance is possible.
Assist an Attack Roll. You momentarily distract
an enemy within 5 feet of you, giving Advantage to
the next attack roll by one of your allies against that
enemy. This benefit expires at the start of your next
turn.
Heroic Inspiration
If you (a player character) have Heroic Inspiration,
you can expend it to reroll any die immediately after rolling it, and you must use the new roll.
If you gain Heroic Inspiration but already have it,
it’s lost unless you give it to a player character who
lacks it.
Hide [Action]
With the Hide action, you try to hide yourself. To do
so, you must succeed on a DC 15 Dexterity (Stealth)
check while you’re Heavily Obscured or behind
Three-Quarters Cover or Total Cover, and you must
be out of any enemy’s line of sight; if you can see a
creature, you can discern whether it can see you.
On a successful check, you have the Invisible condition while hidden. Make note of your check’s total,
which is the DC for a creature to find you with a
Wisdom (Perception) check.
You stop being hidden immediately after any of
the following occurs: you make a sound louder than
a whisper, an enemy finds you, you make an attack
roll, or you cast a spell with a Verbal component.
High Jump
When you make a High Jump, you leap into the
air a number of feet equal to 3 plus your Strength
modifier (minimum of 0 feet) if you move at least
10 feet on foot immediately before the jump. When
you make a standing High Jump, you can jump only
half that distance. Either way, each foot of the jump
costs a foot of movement.
You can extend your arms half your height above
yourself during the jump. Thus, you can reach a distance equal to the height of the jump plus 11/2 times
your height.
Hit Point Dice
Hit Point Dice, or Hit Dice for short, help determine
a player character’s Hit Point maximum, as explained in “Character Creation.” Most monsters also
have Hit Dice. A creature can spend Hit Dice during
a Short Rest to regain Hit Points. See also “Short
Rest.”
Hit Points
Hit Points (HP) are a measure of how difficult it is
to kill or destroy a creature or an object. Damage
reduces Hit Points, and healing restores them.
You can’t have more Hit Points than your Hit Point
maximum, and you can’t have less than 0. See also
“Breaking Objects” and “Playing the Game” (“Damage and Healing”).
Hostile [Attitude]
A Hostile creature views you unfavorably. You have
Disadvantage on an ability check to influence a Hostile creature. See also “Influence.”
Hover
Some creatures can hover, as noted in their stat
blocks, and some spells and other effects grant the
ability to hover. Hovering while flying prevents
you from falling in certain circumstances. See also
“Flying.”
Illusions
Spells and other effects sometimes create magical illusions. Such an effect defines what the illusion does
and which senses or mental faculties it deceives.
If an illusion manifests in space, the illusion is
insubstantial and weightless, yet it seems to be
affected by the environment as if the illusion were
real unless the effect that created it specifies otherwise. For example, a visual illusion of a creature
casts shadows and reflections, and wind appears
to affect the illusory creature. Similarly, an audible
illusion echoes in an echoey space.
Immunity
If you have Immunity to a damage type or a condition, it doesn’t affect you in any way.
Improvised Weapons
An improvised weapon is an object wielded as a
makeshift weapon, such as broken glass, a table leg,
or a frying pan. A Simple or Martial weapon also
counts as an improvised weapon if it’s wielded in
a way contrary to its design; if you use a Ranged
weapon to make a melee attack or throw a Melee weapon that lacks the Thrown property, the
weapon counts as an improvised weapon. An improvised weapon follows the rules below.
Proficiency. Don’t add your Proficiency Bonus to
attack rolls with an improvised weapon.
Damage. On a hit, the weapon deals 1d4 damage
of a type the GM thinks is appropriate for the object.
Range. If you throw the weapon, it has a normal
range of 20 feet and a long range of 60 feet.
Weapon Equivalents. If an improvised weapon
resembles a Simple or Martial weapon, the GM may
say it functions as that weapon and uses that weapon’s rules. For example, the GM could treat a table
leg as a Club.
184 System Reference Document 5.2.1
Incapacitated [Condition]
While you have the Incapacitated condition, you experience the following effects.
Inactive. You can’t take any action, Bonus Action,
or Reaction.
No Concentration. Your Concentration is broken.
Speechless. You can’t speak.
Surprised. If you’re Incapacitated when you roll
Initiative, you have Disadvantage on the roll.
Indifferent [Attitude]
An Indifferent creature has no desire to help or hinder you. Indifferent is the default attitude of a monster. See also “Influence.”
Influence [Action]
With the Influence action, you urge a monster to
do something. Describe or roleplay how you’re
communicating with the monster. Are you trying to
deceive, intimidate, amuse, or gently persuade? The
GM then determines whether the monster feels willing, unwilling, or hesitant due to your interaction;
this determination establishes whether an ability
check is necessary, as explained below.
Willing. If your urging aligns with the monster’s
desires, no ability check is necessary; the monster
fulfills your request in a way it prefers.
Unwilling. If your urging is repugnant to the monster or counter to its alignment, no ability check is
necessary; it doesn’t comply.
Hesitant. If you urge the monster to do something
that it is hesitant to do, you must make an ability
check, which is affected by the monster’s attitude:
Indifferent, Friendly, or Hostile, each of which is
defined in this glossary. The Influence Checks table suggests which ability check to make based on
how you’re interacting with the monster. The GM
chooses the check, which has a default DC equal to
15 or the monster’s Intelligence score, whichever
is higher. On a successful check, the monster does
as urged. On a failed check, you must wait 24 hours
(or a duration set by the GM) before urging it in the
same way again.
Influence Checks

Ability Check
Charisma (Deception)
Interaction
Deceiving a monster
that understands you
Intimidating a monster
Amusing a monster
Persuading a monster
that understands you
Gently coaxing a Beast
or Monstrosity
Charisma (Intimidation)
Charisma (Performance)
Charisma (Persuasion)
Wisdom (Animal Handling)

Initiative
Initiative determines the order of turns during combat. The combat rules in “Playing the Game” explain
how to roll Initiative.
Sometimes a GM might have combatants use
their Initiative scores instead of rolling Initiative.
Your Initiative score equals 10 plus your Dexterity
modifier. If you have Advantage on Initiative rolls,
increase your Initiative score by 5. If you have Disadvantage on those rolls, decrease that score by 5.
See also “Playing the Game” (“Combat”).
Invisible [Condition]
While you have the Invisible condition, you experience the following effects.
Surprise. If you’re Invisible when you roll Initiative, you have Advantage on the roll.
Concealed. You aren’t affected by any effect that
requires its target to be seen unless the effect’s creator can somehow see you. Any equipment you are
wearing or carrying is also concealed.
Attacks Affected. Attack rolls against you have
Disadvantage, and your attack rolls have Advantage. If a creature can somehow see you, you don’t
gain this benefit against that creature.
Jumping
When you jump, you make either a Long Jump (horizontal) or a High Jump (vertical). See also “Long
Jump” and “High Jump.”
Knocking Out a Creature
When you would reduce a creature to 0 Hit Points
with a melee attack, you can instead reduce the
creature to 1 Hit Point. The creature then has the
Unconscious condition and starts a Short Rest.
The creature remains Unconscious until it regains
any Hit Points or until someone uses an action to
administer first aid to it, which requires a successful DC 10 Wisdom (Medicine) check.
Lightly Obscured
You have Disadvantage on Wisdom (Perception)
checks to see something in a Lightly Obscured
space. See also “Dim Light” and “Playing the Game”
(“Exploration”).
Line [Area of Effect]
A Line is an area of effect that extends from a point
of origin in a straight path along its length and covers an area defined by its width. The effect that creates a Line specifies its length and width.
A Line’s point of origin isn’t included in the area of
effect unless its creator decides otherwise.
Long Jump
When you make a Long Jump, you leap horizontally
a number of feet up to your Strength score if you
185 System Reference Document 5.2.1
move at least 10 feet immediately before the jump.
When you make a standing Long Jump, you can leap
only half that distance. Either way, each foot you
jump costs a foot of movement.
If you land in Difficult Terrain, you must succeed
on a DC 10 Dexterity (Acrobatics) check or have the
Prone condition.
This Long Jump rule assumes that the height of
the jump doesn’t matter, such as a jump across a
stream or chasm. At your GM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a
low obstacle (no taller than a quarter of the jump’s
distance), such as a hedge or low wall. Otherwise,
you hit the obstacle.
Long Rest
A Long Rest is a period of extended downtime—at
least 8 hours—available to any creature. During a
Long Rest, you sleep for at least 6 hours and perform no more than 2 hours of light activity, such as
reading, talking, eating, or standing watch.
During sleep, you have the Unconscious condition.
After you finish a Long Rest, you must wait at least
16 hours before starting another one.
Benefits of the Rest. To start a Long Rest, you
must have at least 1 Hit Point. When you finish the
rest, you gain the following benefits:
Regain All HP. You regain all lost Hit Points and all
spent Hit Point Dice. If your Hit Point maximum
was reduced, it returns to normal.
Ability Scores Restored. If any of your ability
scores were reduced, they return to normal.
Exhaustion Reduced. If you have the Exhaustion
condition, its level decreases by 1.
Special Feature. Some features are recharged by a
Long Rest. If you have such a feature, it recharges
in the way specified in its description.
Interrupting the Rest. A Long Rest is stopped by
the following interruptions:
• Rolling Initiative
• Casting a spell other than a cantrip
• Taking any damage
• 1 hour of walking or other physical exertion
If you rested at least 1 hour before the interruption,
you gain the benefits of a Short Rest. See also “Short
Rest.”
You can resume a Long Rest immediately after an
interruption. If you do so, the rest requires 1 additional hour per interruption to finish.
Magic [Action]
When you take the Magic action, you cast a spell
that has a casting time of an action or use a feature
or magic item that requires a Magic action to be
activated.
If you cast a spell that has a casting time of 1 minute or longer, you must take the Magic action on
each turn of that casting, and you must maintain
Concentration while you do so. If your Concentration is broken, the spell fails, but you don’t expend a
spell slot. See also “Concentration.”
Magical Effect
An effect is magical if it is created by a spell, a magic
item, or a phenomenon that a rule labels as magical.
Malnutrition [Hazard]
A creature needs an amount of food per day based
on its size, as shown in the Food Needs per Day table. A creature that eats but consumes less than half
the required food for a day must succeed on a DC
10 Constitution saving throw or gain 1 Exhaustion
level at the day’s end. A creature that eats nothing
for 5 days automatically gains 1 Exhaustion level at
the end of the fifth day as well as an additional level
at the end of each subsequent day without food.
Exhaustion caused by malnutrition can’t be removed until the creature eats the full amount of
food required for a day. See also “Exhaustion.”
Food Needs per Day

Size
Tiny
Small
Food
1/4 pound
1 pound
1 pound
Size
Large
Huge
Food
4 pounds
16 pounds
MediumGargantuan 64 pounds

Monster
A monster is a creature controlled by the GM, even
if the creature is benevolent. See also “Creature” and
“NPC.”
Nonplayer Character
A nonplayer character (NPC) is a monster that has
a personal name and a distinct personality. See also
“Monster.”
Object
An object is a nonliving, distinct thing. Composite
things, like buildings, comprise more than one object. See also “Breaking Objects.”
Occupied Space
A space is occupied if a creature is in it or if it is
completely filled by objects.
Opportunity Attacks
You can make an Opportunity Attack when a creature that you can see leaves your reach using its
action, its Bonus Action, its Reaction, or one of its
speeds. To make the Opportunity Attack, take a Reaction to make one melee attack with a weapon or
an Unarmed Strike against the provoking creature.
The attack occurs right before the creature leaves
your reach. See also “Playing the Game” (“Combat”).
186 System Reference Document 5.2.1
Paralyzed [Condition]
While you have the Paralyzed condition, you experience the following effects.
Incapacitated. You have the Incapacitated
condition.
Speed 0. Your Speed is 0 and can’t increase.
Saving Throws Affected. You automatically fail
Strength and Dexterity saving throws.
Attacks Affected. Attack rolls against you have
Advantage.
Automatic Critical Hits. Any attack roll that hits
you is a Critical Hit if the attacker is within 5 feet of
you.
Passive Perception
Passive Perception is a score that reflects a creature’s general awareness of its surroundings. The
GM uses this score when determining whether a
creature notices something without consciously
making a Wisdom (Perception) check.
A creature’s Passive Perception equals 10 plus the
creature’s Wisdom (Perception) check bonus. If the
creature has Advantage on such checks, increase
the score by 5. If the creature has Disadvantage on
them, decrease the score by 5. For example, a level
1 character with a Wisdom of 15 and proficiency in
Perception has a Passive Perception of 14 (10 + 2 +
2). If that character has Advantage on Wisdom (Perception) checks, the score becomes 19.
Per Day
If a rule says you can use something a certain number of times per day, that means you must finish a
Long Rest to use it again after you run out of uses.
Petrified [Condition]
While you have the Petrified condition, you experience the following effects.
Turned to Inanimate Substance. You are transformed, along with any nonmagical objects you are
wearing and carrying, into a solid inanimate substance (usually stone). Your weight increases by a
factor of ten, and you cease aging.
Incapacitated. You have the Incapacitated
condition.
Speed 0. Your Speed is 0 and can’t increase.
Attacks Affected. Attack rolls against you have
Advantage.
Saving Throws Affected. You automatically fail
Strength and Dexterity saving throws.
Resist Damage. You have Resistance to all
damage.
Poison Immunity. You have Immunity to the Poisoned condition.
Player Character
A player character is a character controlled by a
player. See also “Character Creation.”
Poisoned [Condition]
While you have the Poisoned condition, you experience the following effect.
Ability Checks and Attacks Affected. You have
Disadvantage on attack rolls and ability checks.
Possession
Some effects cause a creature to be possessed by
another creature or entity. A possessing effect defines how the possession operates. Possession can
be prevented by the Protection from Evil and Good
spell and ended by the Dispel Evil and Good spell.
Proficiency
If you have proficiency with something, you can add
your Proficiency Bonus to any D20 Test you make
using that thing. A creature might have proficiency
in a skill or saving throw or with a weapon or tool.
See also “Playing the Game” (“Proficiency”).
Prone [Condition]
While you have the Prone condition, you experience
the following effects.
Restricted Movement. Your only movement options are to crawl or to spend an amount of movement equal to half your Speed (round down) to
right yourself and thereby end the condition. If your
Speed is 0, you can’t right yourself.
Attacks Affected. You have Disadvantage on attack rolls. An attack roll against you has Advantage
if the attacker is within 5 feet of you. Otherwise,
that attack roll has Disadvantage.
Reach
A creature has a reach of 5 feet unless a rule says
otherwise.
Reaction
A Reaction is a special action taken in response to
a trigger defined in the Reaction’s description. You
can take a Reaction on another creature’s turn, and
if you take it on your turn, you can do so even if you
also take an action, a Bonus Action, or both. Once
you take a Reaction, you can’t take another one
until the start of your next turn. The Opportunity
Attack is a Reaction available to all creatures. See
also “Opportunity Attacks” and “Playing the Game”
(“Actions”).
Ready [Action]
You take the Ready action to wait for a particular
circumstance before you act. To do so, you take this
action on your turn, which lets you act by taking a
Reaction before the start of your next turn.
First, you decide what perceivable circumstance
will trigger your Reaction. Then, you choose the
action you will take in response to that trigger, or
you choose to move up to your Speed in response
to it. Examples include “If the cultist steps on the
187 System Reference Document 5.2.1
trapdoor, I’ll pull the lever that opens it,” and “If the
zombie steps next to me, I move away.”
When the trigger occurs, you can either take your
Reaction right after the trigger finishes or ignore
the trigger.
When you Ready a spell, you cast it as normal (expending any resources used to cast it) but hold its
energy, which you release with your Reaction when
the trigger occurs. To be readied, a spell must have
a casting time of an action, and holding on to the
spell’s magic requires Concentration, which you can
maintain up to the start of your next turn. If your
Concentration is broken, the spell dissipates without taking effect.
Resistance
If you have Resistance to a damage type, damage
of that type is halved against you (round down).
Resistance is applied only once to an instance of
damage. See also “Playing the Game” (“Damage and
Healing”).
Restrained [Condition]
While you have the Restrained condition, you experience the following effects.
Speed 0. Your Speed is 0 and can’t increase.
Attacks Affected. Attack rolls against you have
Advantage, and your attack rolls have Disadvantage.
Saving Throws Affected. You have Disadvantage
on Dexterity saving throws.
Ritual
If you have a spell prepared that has the Ritual tag,
you can cast that spell as a Ritual. The Ritual version of a spell takes 10 minutes longer to cast than
normal. It also doesn’t expend a spell slot, which
means the ritual version of a spell can’t be cast at a
higher level. See also “Spells.”
Round Down
Whenever you divide or multiply a number in the
game, round down if you end up with a fraction,
even if the fraction is one-half or greater. Some
rules make an exception and tell you to round up.
Save
Save is another name for a saving throw. See also
“Saving Throw.”
Saving Throw
A saving throw—also called a save—represents an
attempt to avoid or resist a threat. You normally
make a saving throw only when a rule requires you
to do so, but you can decide to fail the save without
rolling. The result of a save is detailed in the effect
that allowed it. If a target is forced to make a save
and lacks the ability score used by it, the target automatically fails. See also “Playing the Game” (“D20
Tests”).
Search [Action]
When you take the Search action, you make a Wisdom check to discern something that isn’t obvious.
The Search table suggests which skills are applicable when you take this action, depending on what
you’re trying to detect.
Search

SkillThing to Detect
InsightCreature’s state of mind
MedicineCreature’s ailment or cause of death
PerceptionConcealed creature or object
SurvivalTracks or food

Shape-Shifting
If an effect, such as Wild Shape or the Polymorph
spell, lets you shape-shift, its description specifies
what happens to you. Unless that description says
otherwise, any ongoing effects on you—conditions,
spells, curses, and the like—carry over from one
form to the other. You revert to your true form if
you die.
Short Rest
A Short Rest is a 1-hour period of downtime, during
which a creature does nothing more strenuous than
reading, talking, eating, or standing watch. To start
a Short Rest, you must have at least 1 Hit Point.
Benefits of the Rest. When you finish the rest, you
gain the following benefits:
Spend Hit Point Dice. You can spend one or more
of your Hit Point Dice to regain Hit Points. For
each Hit Point Die you spend in this way, roll the
die and add your Constitution modifier to it. You
regain Hit Points equal to the total (minimum of 1
Hit Point). You can decide to spend an additional
Hit Point Die after each roll.
Special Feature. Some features are recharged by a
Short Rest. If you have such a feature, it recharges
in the way specified in its description.
Interrupting the Rest. A Short Rest is stopped by
the following interruptions:
• Rolling Initiative
• Casting a spell other than a cantrip
• Taking any damage
An interrupted Short Rest confers no benefits.
Simultaneous Effects
If two or more things happen at the same time on a
turn, the person at the game table—player or GM—
whose turn it is decides the order in which those
things happen. For example, if two effects occur at
the start of a player character’s turn, the player decides which of the effects happens first.
188 System Reference Document 5.2.1
Size
A creature or an object belongs to a size category:
Tiny, Small, Medium, Large, Huge, or Gargantuan.
A creature’s size determines how much space the
creature occupies in combat. An object’s size affects
its Hit Points. See also “Breaking Objects” and “Playing the Game” (“Combat”).
Skill
A skill is an area of specialization associated with
an ability check. If you have proficiency in a skill,
you can add your Proficiency Bonus when you make
an ability check associated with that skill. See also
“Playing the Game” (“Proficiency”).
Speed
A creature has a Speed, which is the distance in feet
the creature can cover when it moves on its turn.
See also “Climbing,” “Crawling,” “Flying,” “Jumping,”
“Swimming” and “Playing the Game” (“Combat”).
Special Speeds. Some creatures have special
speeds, such as a Burrow Speed, Climb Speed, Fly
Speed, or Swim Speed, each of which is defined
in this glossary. If you have more than one speed,
choose which one to use when you move; you can
switch between the speeds during your move.
Whenever you switch, subtract the distance already
moved from the new speed. The result determines
how much farther you can move. If the result is 0 or
less, you can’t use the new speed during the current
move. For example, if you have a Speed of 30 and a
Fly Speed of 40, you could fly 10 feet, walk 10 feet,
and leap into the air to fly 20 feet more.
Changes to Your Speeds. If an effect increases or
decreases your Speed for a time, any special speed
you have increases or decreases by an equal amount
for the same duration. For example, if your Speed
is reduced to 0 and you have a Climb Speed, your
Climb Speed is also reduced to 0. Similarly, if your
Speed is halved and you have a Fly Speed, your Fly
Speed is also halved.
Spell
A spell is a magical effect that has the characteristics described in “Spells.”
Spell Attack
A spell attack is an attack roll made as part of a spell
or another magical effect. See also “Spells” (“Casting
Spells”).
Spellcasting Focus
A Spellcasting Focus is an object that certain creatures can use in place of a spell’s Material components if those materials aren’t consumed by the
spell and don’t have a cost specified. Some classes
allow its members to use certain types of Spellcasting Focuses. See also “Spells” (“Casting Spells”).
Sphere [Area of Effect]
A Sphere is an area of effect that extends in straight
lines from a point of origin outward in all directions. The effect that creates a Sphere specifies the
distance it extends as the radius of the Sphere.
A Sphere’s point of origin is included in the
Sphere’s area of effect.
Stable
A creature is Stable if it has 0 Hit Points but isn’t
required to make Death Saving Throws. See also
“Playing the Game” (“Damage and Healing”).
Stat Block
A stat block contains the game statistics of a monster. Each stat block includes the following information presented after the monster’s name.
Size. A monster is Tiny, Small, Medium, Large,
Huge, or Gargantuan. See also “Size.”
Creature Type. This entry notes the family of beings a monster belongs to, along with any descriptive tags. See also “Creature Type.”
Alignment. An alignment is suggested for the
monster, with the GM determining its actual alignment. See also “Alignment.”
AC, Initiative, and HP. These entries give the
monster’s Armor Class, Initiative, and Hit Points,
which are detailed in “Playing the Game.” In parentheses after the Hit Points, the monster’s Hit Point
Dice are provided, along with the contribution of its
Constitution, if any, to its Hit Points. Following the
Initiative modifier is an Initiative score. Some creatures that are created by magic lack Hit Dice and
Initiative information.
Speed. Here the monster’s Speed is provided,
along with any special speeds. See also “Burrow
Speed,” “Climb Speed,” “Fly Speed,” and “Swim
Speed.”
Ability Scores. A table provides the monster’s
ability scores, modifiers, and saving throw modifiers, all of which are detailed in “Playing the Game.”
Skills. This entry lists the monster’s skill proficiencies, if any. See also “Playing the Game”
(“Proficiency”).
Resistances and Vulnerabilities. These entries
list the monster’s Resistances and Vulnerabilities, if
any. See also “Resistance” and “Vulnerability.”
Immunities. This section lists the monster’s
damage and condition Immunities, if any. See also
“Immunity.”
Gear. If the monster has any equipment that can
be given away or retrieved, it’s listed in this entry.
Senses. This entry lists the monster’s special
senses, such as Darkvision, and its Passive Perception. See also “Passive Perception.”
Languages. This entry lists any languages the
monster knows.
189 System Reference Document 5.2.1
CR. Challenge Rating summarizes the threat a
monster poses and is detailed in “Monsters.” The
Experience Points characters receive for defeating
a monster and its Proficiency Bonus follow. Some
creatures that are created by magic have no CR. See
also “Challenge Rating” and “Experience Points.”
Traits. The monster’s traits, if any, are features
that are active at all times or in certain situations.
Actions. The monster can take these actions in
addition to those detailed in this glossary. See also
“Playing the Game” (“Actions”).
Bonus Actions. If the monster has Bonus Action
options, they are listed in this section.
Reactions. If the monster can take special Reactions, those are listed in this section.
Attack Notation. The entry for a monster’s attack
starts by identifying whether the attack is a melee
or a ranged attack and then provides the attack
roll’s bonus, its reach or range, and what happens
on a hit. An attack is against one target unless its
entry says otherwise.
Saving Throw Effect Notation. If an effect forces
a saving throw, the effect’s entry starts by identifying the kind of saving throw required and then provides the save’s DC, a description of which creatures
must make the save, and what happens on a failed
or a successful save.
Damage Notation. A stat block usually provides
both a static number and a die expression for each
instance of damage. For example, an attack might
deal 4 (1d4 + 2) damage on a hit. The GM determines whether you use the static number or the die
expression in parentheses; you don’t use both.
Study [Action]
When you take the Study action, you make an Intelligence check to study your memory, a book, a clue,
or another source of knowledge and call to mind an
important piece of information about it.
The Areas of Knowledge table suggests which
skills are applicable to various areas of knowledge.
Areas of Knowledge

SkillAreas
ArcanaSpells, magic items, eldritch symbols,

magical traditions, planes of existence,
and certain creatures (Aberrations,
Constructs, Elementals, Fey, and
Monstrosities)

HistoryHistoric events and people, ancient
civilizations, wars, and certain creatures

(Giants and Humanoids)
Investigation Traps, ciphers, riddles, and gadgetry

NatureTerrain, flora, weather, and certain
creatures (Beasts, Dragons, Oozes, and
Plants)
Deities, religious hierarchies and rites,
Religion

holy symbols, cults, and certain creatures (Celestials, Fiends, and Undead)
Stunned [Condition]
While you have the Stunned condition, you experience the following effects.
Incapacitated. You have the Incapacitated
condition.
Saving Throws Affected. You automatically fail
Strength and Dexterity saving throws.
Attacks Affected. Attack rolls against you have
Advantage.
Suffocation [Hazard]
A creature can hold its breath for a number of
minutes equal to 1 plus its Constitution modifier
(minimum of 30 seconds) before suffocation begins.
When a creature runs out of breath or is choking,
it gains 1 Exhaustion level at the end of each of
its turns. When a creature can breathe again, it
removes all levels of Exhaustion it gained from
suffocating.
Surprise
If a creature is caught unawares by the start of
combat, that creature is surprised, which causes it
to have Disadvantage on its Initiative roll. See also
“Playing the Game” (“Combat”).
Swimming
While you’re swimming, each foot of movement
costs 1 extra foot (2 extra feet in Difficult Terrain).
You ignore this extra cost if you have a Swim Speed
and use it to swim. At the GM’s option, moving any
distance in rough water might require a successful
DC 15 Strength (Athletics) check.
Swim Speed
A Swim Speed can be used to swim without expending the extra movement normally associated with
swimming. See also “Swimming” and “Speed.”
190 System Reference Document 5.2.1
Target
A target is the creature or object targeted by an
attack roll, forced to make a saving throw by an
effect, or selected to receive the effects of a spell or
another phenomenon.
Telepathy
Telepathy is a magical ability that allows a creature
to communicate mentally with another creature
within a specified range. Unless a rule states otherwise, the contacted creature doesn’t need to share a
language with the telepath to understand this communication, but the contacted creature must be able
to understand at least one language or be telepathic
itself to understand.
A telepath doesn’t need to see a contacted creature, and the telepath can start or end the telepathic
contact at any time (no action required). Telepathic
contact can’t be initiated and is immediately broken
if either the telepath or the other creature has the
Incapacitated condition. Telepathic contact is also
broken if the contacted creature is no longer within
the telepathy’s range or if the telepath contacts a
different creature within range.
A creature without telepathy can receive telepathic messages but can’t initiate a telepathic conversation. Once a telepathic conversation starts,
the non-telepath can communicate mentally to the
telepath until the telepathic connection ends.
Teleportation
Teleportation is a special kind of magical transportation. If you teleport, you disappear and reappear
elsewhere instantly, without moving through the
intervening space. This transportation doesn’t expend movement unless a rule tells you otherwise,
and teleportation never provokes Opportunity
Attacks.
When you teleport, all the equipment you’re
wearing and carrying teleports with you. If you’re
touching another creature when you teleport, that
creature doesn’t teleport with you unless the teleportation effect says otherwise.
If the destination space of your teleportation is
occupied by another creature or blocked by a solid
obstacle, you instead appear in the nearest unoccupied space of your choice.
The description of a teleportation effect tells you
if you must see the teleportation’s destination.
Temporary Hit Points
Temporary Hit Points are granted by certain effects
and act as a buffer against losing real Hit Points. See
also “Playing the Game” (“Damage and Healing”).
Tremorsense
A creature with Tremorsense can pinpoint the location of creatures and moving objects within a specific range, provided that the creature with Tremorsense and anything it is detecting are both in
contact with the same surface (such as the ground,
a wall, or a ceiling) or the same liquid.
Tremorsense can’t detect creatures or objects in
the air, and it doesn’t count as a form of sight.
Truesight
If you have Truesight, your vision is enhanced
within a specified range. Within that range, your
vision pierces through the following:
Darkness. You can see in normal and magical
Darkness.
Invisibility. You see creatures and objects that have
the Invisible condition.
Visual Illusions. Visual illusions appear transparent to you, and you automatically succeed on saving throws against them.
Transformations. You discern the true form of any
creature or object you see that has been transformed by magic.
Ethereal Plane. You see into the Ethereal Plane.
Unarmed Strike
Instead of using a weapon to make a melee attack,
you can use a punch, kick, headbutt, or similar
forceful blow. In game terms, this is an Unarmed
Strike—a melee attack that involves you using your
body to damage, grapple, or shove a target within 5
feet of you.
Whenever you use your Unarmed Strike, choose
one of the following options for its effect.
Damage. You make an attack roll against the
target. Your bonus to the roll equals your Strength
modifier plus your Proficiency Bonus. On a hit, the
target takes Bludgeoning damage equal to 1 plus
your Strength modifier.
Grapple. The target must succeed on a Strength
or Dexterity saving throw (it chooses which), or it
has the Grappled condition. The DC for the saving
throw and any escape attempts equals 8 plus your
Strength modifier and Proficiency Bonus. This grapple is possible only if the target is no more than one
size larger than you and if you have a hand free to
grab it. See also “Grappling.”
Shove. The target must succeed on a Strength or
Dexterity saving throw (it chooses which), or you either push it 5 feet away or cause it to have the Prone
condition. The DC for the saving throw equals 8 plus
your Strength modifier and Proficiency Bonus. This
shove is possible only if the target is no more than
one size larger than you.
191 System Reference Document 5.2.1
Unconscious [Condition]
While you have the Unconscious condition, you experience the following effects.
Inert. You have the Incapacitated and Prone
conditions, and you drop whatever you’re holding.
When this condition ends, you remain Prone.
Speed 0. Your Speed is 0 and can’t increase.
Attacks Affected. Attack rolls against you have
Advantage.
Saving Throws Affected. You automatically fail
Strength and Dexterity saving throws.
Automatic Critical Hits. Any attack roll that hits
you is a Critical Hit if the attacker is within 5 feet of
you.
Unaware. You’re unaware of your surroundings.
Unoccupied Space
A space is unoccupied if no creatures are in it and it
isn’t completely filled by objects.
Utilize [Action]
You normally interact with an object while doing
something else, such as when you draw a sword as
part of the Attack action. When an object requires
an action for its use, you take the Utilize action.
Vulnerability
If you have Vulnerability to a damage type, damage
of that type is doubled against you. Vulnerability is
applied only once to an instance of damage. See also
“Playing the Game” (“Damage and Healing”).
Weapon
A weapon is an object that is in the Simple or
Martial weapon category. See also “Equipment”
(“Weapons”).
Weapon Attack
A weapon attack is an attack roll made with a
weapon. See also “Weapon.”