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  • Strength: resist direct physical force.
  • Dexterity: dodge out of harm’s way.
  • Constitution: endure poison, disease, or another bodily hazard.
  • Intelligence: recognize an illusion or resist an assault on reasoning.
  • Wisdom: resist fear, charm, or another mental assault.
  • Charisma: assert identity or presence against displacement or possession.
  • A creature can choose to fail a save if it doesn’t want to resist the effect.

Rules source: SRD 5.2.1 · p. 7

  • Use a check only when failure is meaningful and the outcome is uncertain.
  • The rules set some DCs; otherwise the DM chooses the DC that fits the task.
  • A spell save DC is normally 8 + spellcasting ability modifier + Proficiency Bonus.

Rules source: SRD 5.2.1 · p. 6SRD 5.2.1 · p. 106

  • Use only the most protective degree when multiple sources of cover apply.

Rules source: SRD 5.2.1 · p. 14

  • Make a separate save for each source of damage.
  • Starting another Concentration effect ends the current one.
  • Concentration ends when Incapacitated or dead; it can also be ended at any time without an action.

Rules source: SRD 5.2.1 · p. 179

  • Natural 1: two failures. Natural 20: regain 1 HP.
  • Damage at 0 HP: one failure; a Critical Hit causes two. Damage at least equal to HP maximum causes death.
  • Successes and failures reset when the creature regains HP or becomes Stable.
  • First aid: Help action and DC 10 Wisdom (Medicine) to stabilize.
  • A Stable creature at 0 HP regains 1 HP after 1d4 hours if it isn’t healed first.

Rules source: SRD 5.2.1 · p. 17SRD 5.2.1 · p. 18

Concise table reference based on the 2024 rules in SRD 5.2.1. Specific features and effects can override these general rules. Open the full SRD.