Glossary

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

175 results

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.

KindRules Term
2024 SRD

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.

KindRules Term
2024 SRD

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”).

KindRules Term
2024 SRD

Thin ice has a weight tolerance of 3d10 × 10 pounds per 10-foot-square area. Whenever the total weight on an area of thin ice exceeds its tolerance, the ice in that area breaks. All creatures on broken ice fall through. Below the ice is frigid water (see “Frigid Water” above).

KindHazardCategoryEnvironmental Effect
2024 SRD

*Ingested Poison, 600 GP* A creature subjected to Torpor poison must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 4d6 hours. The creature’s Speed is halved while the creature is Poisoned in this way.

KindHazardCategoryPoison
2024 SRD

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.

KindRules Term
2024 SRD

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 transpar- ent 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.

KindRules Term
2024 SRD

*Ingested Poison, 150 GP* A creature subjected to Truth Serum must succeed on a DC 11 Constitution saving throw or have the Poisoned condition for 1 hour. The Poisoned creature can’t knowingly communicate a lie.

KindHazardCategoryPoison
2024 SRD

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.

KindRules Term
2024 SRD

A space is unoccupied if no creatures are in it and it isn’t completely filled by objects.

KindRules Term
2024 SRD

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.

KindRules TermCategoryAction
2024 SRD

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”).

KindRules Term
2024 SRD

A weapon is an object that is in the Simple or Martial weapon category. See also “Equipment” (“Weapons”).

KindRules Term
2024 SRD

A weapon attack is an attack roll made with a weapon. See also “Weapon.”

KindRules Term
2024 SRD

*Injury Poison, 1,200 GP* A creature subjected to Wyvern Poison makes a DC 14 Constitution saving throw, taking 24 (7d6) Poison damage on a failed save or half as much damage on a successful one.

KindHazardCategoryPoison
2024 SRD