Glossary
Glossary Items
Glossary Item ▼ | Category |
---|---|
Acrobatics | Skill |
Addled | Condition |
Animal Handling | Skill |
Arcana | Skill |
Athletics | Skill |
Attack | Action |
Blinded | Condition |
Blindsight | Sense |
Break Fall | Reaction |
Burrow | Speed |
Burrowing | Movement mode |
Charge | Action |
Charmed | Condition |
Climb | Speed |
Climbing | Movement mode |
Command | Action |
Concentration | Condition |
Cover | Environmental |
Crawl | Speed |
Crawling | Movement mode |
Darkvision | Sense |
Dash | Action |
Dazed | Condition |
Deafened | Condition |
Deception | Skill |
Difficult Terrain | Environmental |
Diseased | Condition |
Disengage | Action |
Dodge | Action |
Dying | Condition |
Exhaustion | Condition |
Falling | Environmental |
Flanked | Condition |
Fly | Speed |
Flying | Movement mode |
Frighten | Action |
Frightened | Condition |
Gentled | Condition |
Grappled | Condition |
Grappling | Condition |
Heal | Action |
Help | Action |
Condition | |
Hide | Action |
Hindered | Condition |
History | Skill |
Hover | Speed |
Ignited | Condition |
Incapacitated | Condition |
Inebriated | Condition |
Insight | Skill |
Interact | Action |
Intimidation | Skill |
Investigation | Skill |
Invisible | Condition |
Jumping | Movement mode |
Light | Environmental |
Magic | Action |
Medicine | Skill |
Mindsense | Sense |
Move | Action |
Nature | Skill |
Obscured | Environmental |
Old Age | Condition |
Ongoing Damage | Condition |
Opportunity Attack | Reaction |
Paralyzed | Condition |
Perception | Skill |
Performance | Skill |
Persuasion | Skill |
Petrified | Condition |
Poisoned | Condition |
Prone | Condition |
Ready | Action |
Recognize Spell | Reaction |
Religion | Skill |
Restrained | Condition |
Search | Action |
Sleight of Hand | Skill |
Slowed | Condition |
Sneaking | Movement mode |
Space | Environmental |
Stealth | Skill |
Study | Action |
Stunned | Condition |
Suffocating | Condition |
Supersmell | Sense |
Surprised | Condition |
Survival | Skill |
Swim | Speed |
Swimming | Movement mode |
Taunt | Action |
Taunted | Condition |
Teleport | Speed |
Teleporting | Movement mode |
Transformed | Condition |
Tremorsense | Sense |
Truesight | Sense |
Unconscious | Condition |
Underwater | Environmental |
Use | Action |
Walk | Speed |
Walking | Movement mode |
Weakened | Condition |
Falling
Falling
When you begin falling, you immediately fall 60 feet. While falling, you drop another 180 feet at the start of each of your turns.
On impact, you take one size die of bludgeoning damage for every 10 feet you fell, to a maximum of 20 dice. You land prone unless you avoid taking damage from the fall, such as via the Break Fall reaction.
If you land in a creature's space, that creature must make a DC 10 Dexterity saving throw. It can choose to fail. On a failed save, the fall damage is split evenly between you and it.
Prone
Prone
Effects of This Condition
- The only movement mode available to you is crawling.
- You have disadvantage on attack rolls.
- An attack roll against you has advantage if the attacker is within 5 feet of you. Otherwise, the attack roll has disadvantage.
Ending This Condition
You can end this condition by standing up, which requires spending half of your walk speed when you move.
Causes of This Condition
Break Fall
Break Fall
Trigger: you land at the end of a fall
You attempt to land safely. Make an Acrobatics check. The fall damage is reduced by half the result of the check.
Light
Light
There are three categories of illumination: bright light, dim light, and darkness.
A source of light typically emits bright light in a small radius and dim light in a larger radius; these distances are given in parentheses. For example, a fire that sheds light (20/40 ft.) produces bright light within 20 feet and dim light for another 20 feet beyond that.
Bright Light
Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.
Dim Light
Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.
Darkness
Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.
Obscured
Obscured
When vision in an area is hindered by smoke, darkness, or a similar phenomenon, the area is obscured. There are two degrees of obscurity.
Lightly Obscured
In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Perception checks that rely on sight.
Heavily Obscured
A heavily obscured area, such as darkness, opaque fog, or dense foliage, blocks vision entirely. Nothing in that area can be seen.
Cover
Cover
Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.
There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.
Half Cover
A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.
Three-Quarters Cover
A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.
Total Cover
A target with total cover can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
Difficult Terrain
Difficult Terrain
Each foot traveled through an area of difficult terrain costs 1 extra foot of movement unless otherwise stated. For example, the difficult terrain created by the plant growth costs 3 extra feet of movement per foot traveled. A creature traveling through an area of overlapping sources of difficult terrain only pays the movement cost of the most expensive terrain.
Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain.
Space
Space
Your size determines how much space you occupy. In combat, you normally occupy a square with a side length given by the Normal column of the Creature Sizes table below. This area, often refered to as "your space," represents the space you need to move and fight unhindered. You control your space, and can prevent other creatures within 1 size category of yourself from sharing it. Additionally, your space counts as both difficult terrain and half cover for all creatures other than yourself.
You do not have to occupy your normal amount of space. If you occupy less, whether by choice or by force, you suffer penalties.
Squeezing
Squeezing can reduce one or both side lengths of your space down to the value in the Squeezing column of the Creature Sizes table. You are hindered while squeezing.
Stuck
The value in the Stuck column of the Creature Sizes table is the minimum side length your area of control can have. If at least one side length of your area of control is between the "Stuck" and "Squeezing" values, you are stuck. While stuck, you are restrained. You can use a standard action to make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check. On a success, you are hindered instead of restrained until the end of the current turn.
Crushed
You can't willingly reduce a side length of your space to less than the value in the Stuck column of the Creature Sizes table. If you are forced to, you immediately take 1d10 bludgeoning damage for each inch your space's shorter side length subceeds your Stuck value, and you are crushed. You take this damage again at the end of each of your turns as long as you remain crushed. You are also stuck while crushed, and the DC to try to move increases by 1 for each inch your space's shorter side length subceeds your Stuck value.
Creature Sizes
Size | Normal | Squeezing | Stuck |
---|---|---|---|
Minuscule | ≤1 ft. | ≤6 in. | ≤1 in. |
Tiny | 2 ft. | 1 ft. | 6 in. |
Small | 3 ft. | 2 ft. | 1 ft. |
Medium | 5 ft. | 3 ft. | 2 ft. |
Large | 10 ft. | 5 ft. | 3 ft. |
Huge | 15 ft. | 10 ft. | 5 ft. |
Gargantuan | ≥20 ft. | ≥15 ft. | ≥10 ft. |
Hindered
Hindered
Effects of This Condition
- Each foot you travel costs 1 additional foot of movement.
- Attack rolls against you have advantage.
- Your attack rolls and Dexterity saving throws have disadvantage.
Restrained
Restrained
Effects of This Condition
- Your speed is 0.
- Attack rolls against you have advantage, and your attack rolls have disadvantage.
- You have disadvantage on Dexterity saving throws.
Underwater
Underwater
The following rules apply underwater:
- Melee weapon attack rolls have disadvantage.
- Ranged weapon attack rolls have disadvantage, and a ranged weapon attack against a target beyond the weapon's normal range automatically misses.
- Fire damage and acid damage are halved.
Attack
Charge
Charge
Cost: 3 AP
You move in a straight line up to your speed and can then make a melee weapon attack. If you make this attack, you become vulnerable as you recover from the burst of strength: your speed is halved until the end of your next turn, and the first attack made against you before then has advantage.
Command
Command
Cost: 1 AP (repeatable)
You command one of your companions that has the Companion trait.
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Companion
A creature with the Companion trait follows the commands of its leader, which is another creature. The companion is friendly to its leader and its leader's allies.
In combat, the companion shares a turn with its leader. The companion has its own action points and movement, although it doesn't roll initiative and can interleave its actions with its leader's actions. A companion can use reactions on its own, but it doesn't take any action that targets a creature other than itself unless its leader uses the Command action to instruct it to do so. If the leader is incapacitated or unable to contact the companion, the companion can take any actions of its choice.
Dash
Dash
Cost: 2 AP (repeatable)
Add your speed to the movement pool of your Move action. You can then take the Move action.
Move
Move
Cost: 0 AP (repeatable)
You move up to your speed. This action uses a special pool of movement that resets at the start of each of your turns.
Disengage
Disengage
Cost: 2 AP
When you take the Disengage action, you attempt to escape from your foes. Your movement doesn't provoke opportunity attacks for the rest of the turn. Additionally, if you are grappled, you can make an Athletics or Acrobatics check (your choice) against the passive Athletics score of each creature grappling you. You escape that grapple on a success.
Grappled
Grappled
Grappling is an act that requires two creatures. One creature, the "grappler," has the grappling condition, while the other has this condition (grappled).
Effects of This Condition
- Your speed is halved if you are one size larger than the grappler, or 0 if you are the same size or smaller.
- When you move, you drag the grappler with you.
- If the grappler attempts use the grapple to move you, you can make a Strength saving throw against its passive Athletics. On a success, it can't use the grapple to move you until the start of its next turn.
Ending This Condition
You can attempt to escape the grapple by taking the Disengage action.
Causes of This Condition
This condition is typically inflicted by the grapple attack.
Grappling
Grappling
Grappling is an act that requires two creatures. One creature, the "grappler," has this condition (grappling), while the other has the grappled condition.
Effects of This Condition
- Your speed is halved if you are the same size as the grappled target, or 0 if you are smaller.
- When you move, you drag or push the grappled target with you.
- If you are the same size as the grappled target or larger, you can move it to another space within your reach as a repeatable minor action.
Ending This Condition
You can end the grapple at any time, no action required. The grapple also ends if you become incapacitated or if the target is no longer within your reach.
Causes of This Condition
Dodge
Dodge
Cost: 2 AP
When you take the Dodge action, you focus entirely on avoiding attacks. 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 this benefit if your speed drops to 0.
Frighten
Frighten
Cost: 2 AP (repeatable)
You attempt to scare one creature within 60 feet of you. Make an Intimidation check, which becomes your Frighten DC. The target must succeed on a Wisdom saving throw against your Frighten DC or be frightened of you until the end of your next turn. A target that can't see or hear you automatically succeeds on the save.
Frightened
Frightened
Effects of This Condition
- You have disadvantage on ability checks and attack rolls while the source of your fear is within line of sight.
- You can't willingly move closer to the source of your fear.
Causes of This Condition
This condition can be commonly applied via the Frighten action.
Heal
Heal
Cost: 2 AP (repeatable)
With a cursory check at a creature's vitals, you perform one of the following actions:
- Stabilize. You attempt to stabilize one dying creature within your reach. Make a DC 10 Medicine check. On a success, the target stops dying.
- Treat Wounds. You give yourself or an ally within your reach a reprieve. Make a DC 15 Medicine check. On a success, the target can expend a hit die, roll it, and regain hit points equal to the number rolled plus its Constitution score.
Help
Help
Cost: 2 AP (repeatable)
You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.
Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.
Hide
Hide
Cost: 2 AP (repeatable)
The Hide action allows you to attempt to become hidden from one or more creatures. Make a Stealth check. If you are heavily obscured or behind at least three-quarters cover relative to a creature, and your check equals or exceeds its passive Perception score, you become hidden from it. The result of the check also becomes your Hide DC, as described in the condition.
Sneaking
Sneaking
Sneaking is a special movement mode that you use at the same time as another movement mode. If you are hidden, sneaking allows you to maintain your Hide DC.
Magic
Magic
Cost: varies (repeatable)
The Magic action is used to cast spells and activate certain features and magic items. The Magic action costs a number of AP determined by the spell, feature, or magic item.
If you cast a spell that has a casting time of 1 minute or longer, you must take a standard 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.
Casting a spell as a reaction also counts as using the Magic action.
This action is repeatable, but you can only use it to cast one spell of 1st level or higher per turn.
Concentration
Concentration
Some spells and other effects require you to maintain concentration in order to keep them active. If you lose concentration, such an effect ends. You can also choose to end concentration on any effect at any time (no action required).
If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it.
Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:
- You lose concentration if you invoke another effect that requires concentration. You can't concentrate on two effects at once.
- Whenever you take damage while you are concentrating, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.
- You lose concentration on an effect if you are incapacitated or if you die.
- Certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, may require you to succeed on a DC 10 Constitution saving throw to maintain concentration. This is at your DM's discretion.
Ready
Ready
Cost: varies
The Ready action lets you postpone another action until later. When you take the Ready action, you choose a perceivable trigger, the action you intend to take in response to that trigger, and a general description of how you would use that action. The Ready action costs the same number of action points as the action being readied. Examples of readying an action include "If the cultist moves onto the trapdoor, I'll take the Interact action to pull the lever that opens it," and "If the goblin moves to within 5 feet of me, I'll take the Attack action to attack it."
When the trigger occurs, you can use a reaction to take the readied action after the trigger finishes. You can also choose to ignore the trigger, and possibly use your readied action later for a subsequent occurance of the trigger. Once you use the readied action, it stops being readied.
When you ready the Magic action to cast a spell, you cast it as normal 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 onto the spell's magic requires concentration unless it is a cantrip. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.
Search
Search
Cost: 2 AP (repeatable)
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
Skill | Thing to Detect |
---|---|
Insight | Creature's state of mind |
Medicine | Creature's ailment |
Perception | Concealed creature or object |
Survival | Tracks or food |
Study
Study
Cost: 2 AP (repeatable)
When you take the Study action, you make an Intelligence check to study your memory, a book, a creature, a clue, an object, 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 when you take this action, depending on the area of knowledge the check is about.
Areas of Knowledge
Skill | Areas |
---|---|
Arcana | Spells, magic items, eldritch symbols, magical traditions, planes of existence, and certain creatures (aberrations, constructs, elementals, fey, and monstrosities) |
History | Historic events and people, ancient civilizations, wars, and certain creatures (giants and humanoids) |
Investigation | Traps, ciphers, riddles, and gadgetry |
Nature | Terrain, flora, weather, and certain creatures (beasts, dragons, oozes, and plants) |
Religion | Deities, religious hierarchies and rites, holy symbols, cults, and certain creatures (celestials, fiends, and undead) |
Taunt
Taunt
Cost: 2 AP (repeatable)
You attempt to goad one creature within 60 feet of you into attacking you. Make a Deception, Performance, or Persuasion check, which becomes your Taunt DC. The target must succeed on a Wisdom saving throw against your Taunt DC or be taunted by you until the end of your next turn. A target that can't see or hear you automatically succeeds on the save.
Taunted
Taunted
Effects of This Condition
You have disadvantage on attacks against all creatures except the one taunting you.
Ending This Condition
If a creature taunts you while you are already taunted, the first taunt ends.
Causes of This Condition
This condition can be commonly applied via the Taunt action.
Use
Use
Cost: varies (repeatable)
The Use action allows you to manipulate one object or feature of the environment in a potentially involved way. Activating an item's effect requires the Use action, which takes 2 AP unless otherwise specified. You can also take this action to do anything that the Interact action can do, and unlike the Interact action, it is repeatable.
Interact
Interact
Cost: 0 AP
When you take the Interact action, you manipulate one object or feature of the environment in a trivial way. For example, you could open a door or pick up a dropped weapon. You can also use this action to grapple a willing creature.
If you need to interact with more than one thing on a turn, subsequent interactions require the Use action.
Opportunity Attack
Opportunity Attack
Trigger: you're wielding a melee weapon when either of the following occurs:
You make a melee attack against the triggering creature with your weapon. Your attack, called an opportunity attack, occurs immediately before the target leaves your reach or immediately after the target makes a ranged attack.
Recognize Spell
Recognize Spell
Trigger: you see or hear a creature within 60 feet of you casting a spell
You attempt to identify the triggering spell before it is cast. Make an Arcana check. The DC equals 15 + the spell's level, and you have advantage on the check if the spell is cast as a class spell and you're a member of that class. On a success, you learn which spell is about to be cast.
Addled
Addled
Effects of This Condition
- You have disadvantage on Intelligence attack rolls, ability checks, and saving throws.
- You can't maintain concentration or take reactions.
Charmed
Charmed
Effects of This Condition
- You can't deliberately harm the charmer.
- The charmer has advantage on any ability check to interact socially with you.
Dazed
Dazed
Effects of This Condition
- On each of your turns, you have one less action point.
- Your Move action movement pool resets to 0 instead of your speed at the start of each of your turns. You can still benefit from the Dash action and similar effects as normal.
- You can't take reactions.
- You have disadvantage on saving throws you make to maintain concentration (including on the saving throw triggered by the effect that dazed you, if it triggered such a save).
Diseased
Diseased
Effects of This Condition
- You have disadvantage on Constitution attack rolls, ability checks, and saving throws.
- You can't regain hit points.
Dying
Dying
While you are dying, make a DC 10 Constitution saving throw—called a death saving throw—at the start of each of your turns. Keep track of your successes and failures. You automatically suffer 1 failure each time you take damage while dying, or 2 failures if the damage was from a critical hit. If you reach 3 failures, you die. If you reach 3 successes, you stop dying. If you stop dying for any reason, stop tracking your successes and failures; the counts don't carry over to the next time you are dying.
On a roll of 20 or higher on a death saving throw, you regain 1 hit point.
Ending This Condition
The condition ends if you regain hit points. This condition can also be ended without healing you, such as via the Heal action.
Causes of This Condition
If you aren't already dying, you start dying when you are reduced to 0 hit points (you also fall unconscious) and there is at least 1 point of excess damage.
Exhaustion
Exhaustion
This condition is cumulative. Each time you receive it, you gain a specified number of levels of exhaustion. You die if your exhaustion level reaches or exceeds 10.
Effects of This Condition
- When you make an attack roll, ability check, or saving throw, you subtract your exhaustion level from the d20 roll.
- Subtract your exhaustion level from the spell save DC of any spell you cast.
Ending This Condition
You can reduce your exhaustion by resting.
Causes of This Condition
A common source of exhaustion is dropping to 0 hit points.
Flanked
Flanked
Effects of This Condition
While flanked, melee attack rolls against you have advantage.
Ending This Condition
Creatures with blindsight or multiple heads are immune to this condition.
Gentled
Gentled
Effects of This Condition
- You have disadvantage on Charisma attack rolls, ability checks, and saving throws.
- On each of your turns, you have one less action point.
Ignited
Ignited
Effects of This Condition
- You take ongoing fire damage. The amount of ongoing damage is typically specified in parentheses after this condition's listing; for example, "ignited (1d6)" causes 1d6 ongoing fire damage.
- You shed light (20/40 ft.)
Ending This Condition
Unless otherwise specified, this condition ends if you are submerged underwater.
Ongoing Damage
Ongoing Damage
Ongoing damage is damage that you take at the end of each of your turns. When ongoing damage is "save ends", make the saving throw first; you take no damage on a successful save.
Incapacitated
Incapacitated
Effects of This Condition
- You can't take actions or reactions.
- You can't maintain concentration.
- You can't speak.
Inebriated
Inebriated
Effects of This Condition
- You have disadvantage on Wisdom attack rolls, ability checks, and saving throws.
- The range of each of your special senses is halved.
Invisible
Invisible
Effects of This Condition
You can't be seen without specialized aid, such as magic or blindsight. Any equipment you are wearing or carrying similarly can't be seen.
You can take the Hide action once as a free action on the same turn that you become invisible.
Old Age
Old Age
While you are older than your old age threshold, you have 1 permanent level of exhaustion. As you continue to age, you gain an additional permanent level of exhaustion for every number of years equal to your aging rate. These levels of exhaustion vanish immediately to reflect changes in your age or if you gain immunity to old age.
See the see the "Age" trait of your racial statblock for your old age threshold and aging rate.
Paralyzed
Paralyzed
Effects of This Condition
- You are incapacitated.
- You automatically fail Strength and Dexterity saving throws.
- Attack rolls against you have advantage.
- Any attack that hits you is a critical hit if the attacker is within 5 feet of you.
Petrified
Petrified
Effects of This Condition
- You are transformed into a solid inanimate substance (usually stone). Your game statistics are the same as your original form.
- Your weight increases by a factor of ten, and you cease aging.
- Attack rolls against you have advantage.
- You automatically fail Strength and Dexterity saving throws.
- You have resistance to all damage.
- You are immune to poison and disease, although a poison or disease already in your system is suspended, not neutralized.
Transformed
Transformed
While transformed into a creature, you experience the following effects:
- Your game statistics are replaced by the statistics of the creature, including hit points, hit dice, and mental ability scores. You retain your alignment and personality. If the creature has any legendary or lair actions, you can't use them.
- You are limited in the actions you can perform by the nature of your new form. You can't speak, cast spells, or take any other action that requires hands or speech, unless your new form is capable of such actions. Transforming doesn't break your concentration on a spell you've already cast, however, nor prevent you from taking actions that are part of a spell that you've already cast.
- Your equipment melds into your new form and has no effect.
While transformed into an object, you experience the following effects:
- Your game statistics are replaced by the statistics of the object.
- Your equipment melds into your new form and has no effect.
- You are incapacitated and are unaware of your surroundings.
- You have no memory of time spent in this form.
When you revert to your normal form, you return to the number of hit points you had before you transformed, assuming you didn't die. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.
Poisoned
Poisoned
Effects of This Condition
You have disadvantage on attack rolls and ability checks.
Slowed
Slowed
Effects of This Condition
- You have disadvantage on Dexterity attack rolls, ability checks, and saving throws.
- Your speed is halved.
Stunned
Stunned
Effects of This Condition
- You are incapacitated.
- You automatically fail Strength and Dexterity saving throws.
- Attack rolls against you have advantage.
Suffocating
Suffocating
While you are suffocating, keep track of how many rounds go by. For a number of rounds equal to your Constitution score (minimum of 1 round), nothing happens. At the start of your next turn, you drop to 0 hit points and are dying, and you can't regain hit points or be stabilized until you can breathe again.
You can hold your breath for a number of minutes equal to 1 + your Constitution score (minimum of 30 seconds). After that, you start suffocating.
Surprised
Surprised
Effects of This Condition
You are incapacitated.
Ending This Condition
You stop being surprised at the end of your turn.
Causes of This Condition
A creature is surprised when it's forced to roll initiative but isn't aware of any enemies that are also rolling initiative.
Unconscious
Unconscious
Effects of This Condition
- You are incapacitated and are unaware of your surroundings.
- You drop whatever you're holding and fall prone.
- You automatically fail Strength and Dexterity saving throws.
- Attack rolls against you have advantage.
- Any attack that hits you is a critical hit if the attacker is within 5 feet of you.
Causes of This Condition
You are automatically unconscious while you have 0 hit points and while sleeping.
Weakened
Weakened
Effects of This Condition
- You have disadvantage on Strength attack rolls, ability checks, and saving throws.
- Your weapon attacks deal half damage.
Burrow
Burrow
Natural Movement Modes: Burrowing
Other Movement Modes (+1 Cost): Jumping, sneaking, crawling
Other Movement Modes (+1 Cost): Jumping, sneaking, crawling
When you use a burrow speed to crawl, you ignore difficult terrain due to loose substrate.
Burrowing
Burrowing
Burrowing lets you dig through dirt, mud, sand, snow, or other loose substrate and ignore difficult terrain created by them. While burrowing, such substrates don't reduce your space. You can't burrow through solid material such as rock or ice unless you have a special trait that lets you do so, nor do you leave behind a tunnel.
Jumping
Jumping
Jumping is a movement modifier that lets you clear gaps or obstacles. Instead of the usual movement cost, you must spend 1 foot of movement for every foot you jump vertically or horizontally (whichever is higher).
When you jump, perform the following series of calculations; don't round until the end. The resulting value is the maximum number of feet you can jump.
- Start with your passive Athletics. Alternatively, you can make an Athletics check and use the result instead.
- If you did not get a running start immediately before jumping, divide the value by 2. To get a running start, you must move in a straight line in the direction you want to jump for a number of feet determined by your size, as shown in the Running Start Distances table. The speed you use to get a running start must be the same speed you use to jump.
- To determine the vertical distance you can clear, divide the value by 2 again.
Running Start Distances
Size | Running Start |
---|---|
Minuscule | 0 ft. |
Tiny | 5 ft. |
Small | 10 ft. |
Medium | 10 ft. |
Large | 15 ft. |
Huge | 20 ft. |
Gargantuan | 25 ft. |
Crawl
Crawl
Natural Movement Modes: Crawling
Other Movement Modes (+1 Cost): Jumping, sneaking
Other Movement Modes (+1 Cost): Jumping, sneaking
When you have a crawl speed, being prone doesn't cause you to have disadvantage on attack rolls or cause creatures within 5 feet of you to have advantage on attack rolls against you.
Climb
Climb
Natural Movement Modes: Climbing, jumping
Other Movement Modes (+1 Cost): Sneaking
Other Movement Modes (+1 Cost): Sneaking
When you use a climb speed to climb, you have advantage on any ability checks made to avoid falling.
Climbing
Climbing
Climbing lets you move in any direction across vertical surfaces. If the surface is particularly difficult to climb, you may have to make an Athletics check to avoid falling off.
Fly
Fly
Natural Movement Modes: Flying
Other Movement Modes (+1 Cost): Sneaking
Other Movement Modes (+1 Cost): Sneaking
When you use a fly speed to fly, you fall if your fly speed is 0.
Flying
Flying
Flying lets you move through the air. If you are knocked prone while flying, you fall.
Hover
Hover
Natural Movement Modes: Flying
Other Movement Modes (+1 Cost): Sneaking
Other Movement Modes (+1 Cost): Sneaking
When you have a hover speed, you are immune to the prone condition.
Swim
Swim
Natural Movement Modes: Jumping, swimming
Other Movement Modes (+1 Cost): Crawling, sneaking
Other Movement Modes (+1 Cost): Crawling, sneaking
When you have a swim speed, your unarmed weapons have the hydrodynamic property.
Swimming
Swimming
Swimming lets you travel in any direction through a liquid. While swimming, you don't sink and are immune to the prone condition.
Hydrodynamic
Hydrodynamic
A hydrodynamic weapon functions normally underwater.
Teleport
Teleport
Natural Movement Modes: Teleporting
A teleport speed ignores all changes to "your speed" unless otherwise specified.
Teleporting
Teleporting
Teleporting lets you instantaneously travel from one location to another without going through the intervening space. You don't provoke opportunity attacks when you teleport.
When you teleport, all the equipment you are wearing and carrying teleports with you. If you are touching another creature when you teleport, that creature doesn't teleport with you unless otherwise specified.
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.
Unless otherwise specified, you must see your destination when you teleport.
Walk
Walk
Natural Movement Modes: Jumping, walking
Other Movement Modes (+1 Cost): Climbing, crawling, sneaking, swimming
Other Movement Modes (+1 Cost): Climbing, crawling, sneaking, swimming
If you don't have a walk speed, you are prone while on the ground. If you have a walk speed of at least 5 feet, you can spend half of it as part of a move to stand up from prone.
Walking
Walking
Walking lets you move in any direction across a non-vertical surface. There is no mechanical distinction between walking and running. If you are on land and lack a walk speed, you fall prone.
Blindsight
Blindsight
Base sense: varies
If you have blindsight, you can sense physical shapes within a specified range, allowing you to effectively see creatures and objects within that range. Blindsight doesn't go around cover, nor can it detect color or intangible things. Thus, blindsight enables you to effectively see invisible things, but you can't use it to detect an illusory object created by a spell such as minor illusion.
The base sense of blindsight varies. A common base sense is hearing, in which case blindsight can often be interpreted as echolocation. Some creatures have no base sense for their blindsight; this represents a fundamentally distinct sense, such as a shark's electroreception. When a base sense is present, it is usually given in parentheses after this sense's listing.
Darkvision
Darkvision
Base sense: sight
Within a specified range, a creature with darkvision can see in dim light as if it were bright light, and in darkness as if it were dim light. The creature can't discern color in darkness, only shades of gray.
Mindsense
Mindsense
Base sense: none
If you have mindsense, you know the location of thinking creatures within a specified range. A creature can be detected in this way if it knows at least one language, has an Intelligence score of at least -3, or is maintaining concentration. You can also sense whether each detected creature is maintaining concentration. Mindsense doesn't count as a form of sight, however.
Mindsense can penetrate most barriers, but it is blocked by a thin sheet of lead, 1 inch of any other metal, 1 foot of stone, or 3 feet of wood.
Supersmell
Supersmell
Base sense: smell
A creature with supersmell automatically detects the presence—but not the location—of creatures within a specified range. Supersmell goes around cover but can't penetrate barriers, including going from air to water or vice versa. Additionally, having supersmell of any range grants a creature advantage on Perception checks that rely on smell.
Tremorsense
Tremorsense
Base sense: touch
A creature with tremorsense can pinpoint the location of moving creatures and moving objects within a specific range, provided that the creature with tremorsense and anything it's 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
Truesight
Base sense: sight
A creature with truesight has enhanced vision within a specified range. Within that range, the creature's vision pierces through the following:
- The creature can see in normal and magical darkness.
- The creature can see invisible creatures and objects.
- The creature notices visual illusions and automatically succeeds on saving throws against them.
- The creature discerns the true form of any creature or object it sees that has been transformed by magic.
- The creature can see into the Ethereal Plane.
Acrobatics
Acrobatics
Ability: Dexterity
Appears in: jumping, falling
Appears in: jumping, falling
Acrobatics is for balancing and flexibility of the body.
Arcana
Arcana
Ability: Intelligence
Appears in: Study, Recognize Spell
Appears in: Study, Recognize Spell
Arcana is for knowledge of, and reasoning about, magic.
Animal Handling
Animal Handling
Ability: Wisdom
Animal handling is for interacting with animals, especially mounts.
Athletics
Athletics
Ability: Strength
Appears in: climbing, jumping, grappling, push, pull, trip
Appears in: climbing, jumping, grappling, push, pull, trip
Athletics is for feats of sport and strength.
Push
Push
Simple melee weapon
Cost: —
Damage: —
Weight: —
Properties: unarmed
Damage: —
Weight: —
Properties: unarmed
You attempt to push an opponent. On a hit, the target must succeed on a Strength saving throw against your passive Athletics or be pushed up to 5 feet away from you.
Unarmed
Unarmed
When you use your own body as a weapon, such as when you punch or kick, the body part you use counts as a weapon with the "unarmed" property.
Pull
Pull
Simple melee weapon
Cost: —
Damage: —
Weight: —
Properties: unarmed
Damage: —
Weight: —
Properties: unarmed
You attempt to pull an opponent with an empty hand or other suitable appendage. On a hit, the target must succeed on a Strength saving throw against your passive Athletics or be pulled up to 5 feet closer to you.
Trip
Trip
Simple melee weapon
Cost: —
Damage: —
Weight: —
Properties: unarmed
Damage: —
Weight: —
Properties: unarmed
You attempt to knock an opponent to the ground. On a hit, the target must succeed on a Strength saving throw against your passive Athletics or fall prone.
Deception
Deception
Ability: Charisma
Appears in: Taunt
Appears in: Taunt
Deception is for keeping a straight face and convincing people of facts you know to be false.
History
History
Ability: Intelligence
Appears in: Study
Appears in: Study
History is for knowledge of past people, places, and events.
Insight
Insight
Ability: Wisdom
Appears in: Search
Appears in: Search
Insight is for judging people's nature and intent.
Intimidation
Intimidation
Ability: Charisma
Appears in: Frighten
Appears in: Frighten
Intimidation is for scaring others and making yourself appear more threatening.
Investigation
Investigation
Ability: Intelligence
Appears in: Search
Appears in: Search
Investigation is for finding information based on knowledge you already have and readily available resources.
Medicine
Medicine
Ability: Intelligence
Appears in: Heal, Search
Appears in: Heal, Search
Medicine is for diagnosing and treating health problems.
Nature
Nature
Ability: Intelligence
Appears in: Study
Appears in: Study
Nature is for knowledge of plants, animals, and the environment.
Perception
Perception
Ability: Wisdom
Appears in: Search, hidden
Appears in: Search, hidden
Perception is for noticing things using your senses.
Performance
Performance
Ability: Charisma
Appears in: Taunt
Appears in: Taunt
Performance is for acting a part or playing a musical instrument.
Persuasion
Persuasion
Ability: Charisma
Appears in: Taunt
Appears in: Taunt
Persuasion is for inspiring others and converting them to your point of view.
Religion
Religion
Ability: Intelligence
Appears in: Study
Appears in: Study
Religion is for knowledge of religious rites, tenets, and scripture.
Stealth
Stealth
Ability: Dexterity
Appears in: Hide, unstealthy
Appears in: Hide, unstealthy
Stealth is for sneaking around.
Unstealthy
Unstealthy
A creature wearing "unstealthy" armor has disadvantage on Stealth checks, as the armor impedes the wearer's ability to move silently.
Survival
Survival
Ability: Wisdom
Appears in: Search
Appears in: Search
Survival is for following tracks, navigating on foot, and obtaining resources in the wilderness.
Sleight of Hand
Sleight of Hand
Ability: Dexterity
Sleight of hand is for subtle hand tricks and other acts requiring fine motor control.