Glossary

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

175 results

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”).

KindRules Term
2024 SRD

If you take the Disengage action, your movement doesn’t provoke Opportunity Attacks for the rest of the current turn.

KindRules TermCategoryAction
2024 SRD

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.

KindRules TermCategoryAction
2024 SRD

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.

KindRules TermCategoryArea of Effect
2024 SRD

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”).

KindRules Term
2024 SRD

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.

KindRules Term
2024 SRD

*Inhaled Poison, 300 GP* A creature subjected to Essence of Ether must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 8 hours. The creature also has the Unconscious condition while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

KindHazardCategoryPoison
2024 SRD

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.”

KindRules Term
2024 SRD

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”).

KindRules Term
2024 SRD

When the temperature is 0 degrees Fahrenheit or lower, a creature exposed to the extreme cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain 1 Exhaustion level. Creatures that have Resistance or Immunity to Cold damage automatically succeed on the save.

KindHazardCategoryEnvironmental Effect
2024 SRD

When the temperature is 100 degrees Fahrenheit or higher, a creature exposed to the extreme heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain 1 Exhaustion level. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing Medium or Heavy armor have Disadvantage on the save. Creatures that have Resistance or Immunity to Fire damage automatically succeed on the save.

KindHazardCategoryEnvironmental Effect
2024 SRD

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.

KindHazard
2024 SRD

*Nuisance Trap (Levels 1–4)* Trigger: A creature crosses a trip wire Duration: Instantaneous A falling net trap uses a trip wire to release a weighted, 10-foot-square Net suspended from the ceiling. The trip wire is 3 inches off the ground and stretches between two columns or trees. The first creature that crosses the trip wire causes the Net to fall on it. The target must succeed on a DC 10 Dexterity saving throw or have the Restrained condition until it escapes. The target succeeds automatically if it’s Huge or larger. A creature can take an action to make a DC 10 Strength (Athletics) check, freeing itself or another creature within its reach from the Net on a successful check. 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 suspended Net on a successful check. Once detected, the trip wire can be easily cut or avoided (no ability check required). Destroy the Net. Reducing the Net to 0 Hit Points frees any creature trapped in it (see “Adventuring Gear” for the Net’s statistics). Set the Trap. A creature that has Thieves’ Tools and all the trap’s components (including a Net) can try to set a falling net trap, doing so with a successful DC 13 Dexterity (Sleight of Hand) check. Each attempt to set this trap takes 10 minutes. At Higher Levels. You can scale the trap for higher levels by increasing the weight of the Net, which increases the save DC and the DC of the Strength (Athletics) check as follows: DC 12 at levels 5–10, DC 14 at levels 11–16, or DC 16 at levels 17–20.

KindHazardCategoryTrap
2024 SRD

*Deadly Trap (Levels 1–4)* Trigger: A creature moves onto a pressure plate Duration: Instantaneous, and the trap resets at the start of the next turn When a creature moves onto this trap’s pressure plate for the first time on a turn or starts its turn there, a nearby statue exhales a 15-foot Cone of magical flame. The statue can look like anything, such as a dragon or a wizard. Each creature in the Cone must succeed on a DC 15 Dexterity saving throw, taking 11 (2d10) Fire damage on a failed save or half as much damage on a successful one. Detect and Disarm. A Detect Magic spell reveals an aura of Evocation magic around the statue. As a Search action, a creature within 5 feet of the statue can examine it and make a DC 10 Wisdom (Perception) check, detecting a tiny glyph on the statue on a successful check. Once the glyph is found, a character can take a Study action to examine it and make a DC 15 Intelligence (Arcana) check, ascertaining that the glyph means “fire” on a successful check. As an action, a character can use a sharp tool to deface the glyph, which disarms the trap. As a Search action, a creature can examine the section of floor that forms the pressure plate and make a DC 15 Wisdom (Perception) check, detecting the pressure plate on a successful check. Wedging an Iron Spike or similar object under the pressure plate prevents the trap from triggering. At Higher Levels. You can scale the trap for higher levels by increasing the damage and the area of effect, as shown in the following table. Levels Fire Damage Area of Effect 5–10 22 (4d10) 30-foot Cone 11–16 55 (10d10) 60-foot Cone 17–20 99 (18d10) 120-foot Cone

KindHazardCategoryTrap
2024 SRD

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.”

KindRules Term
2024 SRD

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.”

KindRules Term
2024 SRD

A Friendly creature views you favorably. You have Advantage on an ability check to influence a Friendly creature. See also “Influence.”

KindRules TermCategoryAttitude
2024 SRD

A creature can be immersed in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level. Creatures with Resistance or Immunity to Cold damage automatically succeed on the save, as do creatures that are naturally adapted to living in ice-cold water.

KindHazardCategoryEnvironmental Effect
2024 SRD

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).

KindRules Term
2024 SRD

A hazard is an environmental danger. See also “Burning,” “Dehydration,” “Falling,” “Malnutrition,” and “Suffocation.”

KindRules Term
2024 SRD