Glossary

Rules terms, hazards and planes of existence. Narrow to one with the Kind filter.

175 results

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.

KindHazard
2024 SRD

*Inhaled Poison, 500 GP* A creature subjected to Burnt Othur Fumes must succeed on a DC 13 Constitution saving throw or take 10 (3d6) Poison damage, and it must repeat the save at the start of each of its turns. On each successive failed save, the creature takes 3 (1d6) Poison damage. After three successful saves, the poison ends.

KindHazardCategoryPoison
2024 SRD

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.”

KindRules Term
2024 SRD

*Magical Contagion* Cheaply made potions and elixirs are sometimes tainted by Cackle Fever, which affects Humanoids only (gnomes are strangely immune). A creature suffers the following effects 1d4 days after infection: Fever. The creature gains 1 Exhaustion level, which lasts until the contagion ends on the creature. Uncontrollable Laughter. While the creature has the Exhaustion condition, the creature makes a DC 13 Constitution saving throw each time it takes damage other than Psychic damage. On a failed save, the creature takes 5 (1d10) Psychic damage and has the Incapacitated condition as it laughs uncontrollably. At the end of each of its turns, the creature repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Fighting the Contagion. At the end of each Long Rest, an infected creature makes a DC 13 Constitution saving throw. After the creature succeeds on three of these saves, the contagion ends on it, and the creature is immune to Cackle Fever for 1 year. Spreading the Contagion. Any Humanoid (other than a gnome) that starts its turn within a 10-foot Emanation originating from a creature infected with Cackle Fever must succeed on a DC 10 Constitution saving throw or also become infected with the contagion. On a successful save, the Humanoid can’t catch the contagion from that particular infected creature for the next 24 hours.

KindHazardCategoryMagical Contagion
2024 SRD

A campaign is a series of adventures. See also “Adventure.”

KindRules Term
2024 SRD

A cantrip is a level 0 spell, which is cast without a spell slot. See also “Spells.”

KindRules Term
2024 SRD

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

KindRules Term
2024 SRD

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.”

KindRules Term
2024 SRD

A character sheet is a paper or digital record that you use to track your character’s information. See also “Character Creation.”

KindRules Term
2024 SRD

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.”

KindRules Term
2024 SRD

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. At the GM’s option, climbing a slippery surface or one with few handholds might require a successful DC 15 Strength (Athletics) check.

KindRules Term
2024 SRD

*Deadly Trap (Levels 1–4)* Trigger: A creature crosses a trip wire Duration: Instantaneous This trap uses a trip wire to collapse an unstable section of ceiling. The trip wire is 3 inches off the ground and stretches between two weak supports that topple when the trip wire is pulled. The first creature that crosses the trip wire causes the supports to topple and the unstable section of ceiling to collapse. Each creature beneath the unstable section of ceiling must succeed on a DC 13 Dexterity saving throw, taking 11 (2d10) Bludgeoning damage on a failed save or half as much damage on a successful one. Rubble from the collapse turns the trapped area into Difficult Terrain. Detect and Disarm. As a Search action, a creature can examine the trapped area and make a DC 11 Wisdom (Perception) check, detecting the trip wire and the unstable section of ceiling on a successful check. Once detected, the trip wire can be easily cut or avoided (no ability check required). At Higher Levels. You can scale the trap for higher levels by increasing the damage and the save DC, as shown in the following table. Levels Bludgeoning Damage Save DC 5–10 22 (4d10) 15 11–16 55 (10d10) 17 17–20 99 (18d10) 19

KindHazardCategoryTrap
2024 SRD

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.

KindRules Term
2024 SRD

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.

KindRules Term
2024 SRD

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.

KindRules TermCategoryArea of Effect
2024 SRD

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”).

KindRules Term
2024 SRD

*Contact Poison, 200 GP* A creature subjected to Crawler Mucus must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 minute. The creature also has the Paralyzed condition while Poisoned in this way. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.

KindHazardCategoryPoison
2024 SRD

While you’re crawling, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). See also “Speed.”

KindRules Term
2024 SRD

Any being in the game, including a player’s character, is a creature. See also “Creature Type.”

KindRules Term
2024 SRD

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.

KindRules Term
2024 SRD