- 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
- Multiple sources of the same type don’t add more dice.
- If both Advantage and Disadvantage apply, they cancel, regardless of how many sources grant each.
Rules source: SRD 5.2.1 · p. 7
- Attack rolls against the creature have Advantage.
- The creature’s attack rolls have Disadvantage.
Rules source: SRD 5.2.1 · p. 177
- The charmer has Advantage on ability checks to interact socially with the creature.
Rules source: SRD 5.2.1 · p. 178
No additional effects.
Rules source: SRD 5.2.1 · p. 181
- Exhaustion is cumulative, unlike other conditions.
- Finishing a Long Rest removes 1 level; reaching level 0 ends the condition.
Rules source: SRD 5.2.1 · p. 181
- The creature can’t willingly move closer to the source of fear.
Rules source: SRD 5.2.1 · p. 182
- The grappler can drag or carry the target, but each foot costs 1 extra foot unless the target is Tiny or at least two sizes smaller.
- Escape: action to make Strength (Athletics) or Dexterity (Acrobatics) against the escape DC.
- Ends if the grappler is Incapacitated, the target leaves the grapple’s range, or the grappler releases it.
Rules source: SRD 5.2.1 · p. 182SRD 5.2.1 · p. 182
- Initiative is rolled with Disadvantage while Incapacitated.
Rules source: SRD 5.2.1 · p. 184
- Roll Initiative with Advantage.
- Attacks against the creature have Disadvantage; its attacks have Advantage.
- The attack benefits vanish against a creature that can somehow see it.
Rules source: SRD 5.2.1 · p. 184
- Attacks against the creature have Advantage.
- A hit from an attacker within 5 feet is a Critical Hit.
Rules source: SRD 5.2.1 · p. 186
- Attacks against the creature have Advantage.
- The creature automatically fails Strength and Dexterity saves.
- The creature has Resistance to all damage and Immunity to the Poisoned condition.
Rules source: SRD 5.2.1 · p. 186
No additional effects.
Rules source: SRD 5.2.1 · p. 186
- The creature’s attacks have Disadvantage.
- Attacks from within 5 feet have Advantage; attacks from farther away have Disadvantage.
Rules source: SRD 5.2.1 · p. 186
- The creature has Disadvantage on Dexterity saving throws.
Rules source: SRD 5.2.1 · p. 187
- Attacks against the creature have Advantage.
Rules source: SRD 5.2.1 · p. 189
- Attacks against the creature have Advantage.
- The creature automatically fails Strength and Dexterity saves.
- A hit from an attacker within 5 feet is a Critical Hit.
- When Unconscious ends, the creature remains Prone.
Rules source: SRD 5.2.1 · p. 191
- Dash: gain extra movement equal to Speed for the turn.
- Disengage: movement doesn’t provoke Opportunity Attacks for the turn.
- Dodge: attacks against you have Disadvantage if you can see the attacker, and your Dexterity saves have Advantage until your next turn; ends if Incapacitated or Speed 0.
- Help: aid an ability check or attack, or attempt first aid.
- Hide: make a Dexterity (Stealth) check.
- Ready: name a perceivable trigger, then prepare an action or movement up to your Speed; use a Reaction after the trigger. Readying a spell requires Concentration.
- Search uses Wisdom; Study uses Intelligence; Utilize operates an object that requires an action.
Rules source: SRD 5.2.1 · p. 9SRD 5.2.1 · p. 10SRD 5.2.1 · p. 187
- Use only the most protective degree when multiple sources of cover apply.
Rules source: SRD 5.2.1 · p. 14
- The movement must use the creature’s action, Bonus Action, Reaction, or one of its speeds.
- Disengage prevents Opportunity Attacks for the rest of the turn.
- Teleportation and movement that doesn’t use action economy or Speed don’t provoke.
Rules source: SRD 5.2.1 · p. 15
- Initiative is normally a Dexterity check.
- Initiative score: 10 + Dexterity modifier; add 5 for Advantage or subtract 5 for Disadvantage.
Rules source: SRD 5.2.1 · p. 13SRD 5.2.1 · p. 184
- Damage: 1 + Strength modifier Bludgeoning damage.
- Grapple: target makes Strength or Dexterity save (its choice) against DC 8 + Strength modifier + PB; target must be no more than one size larger.
- Shove: same save and size limit; push 5 feet away or give the target Prone.
Rules source: SRD 5.2.1 · p. 190
- 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
- Round down after halving.
- Apply Resistance or Vulnerability only once to one instance of damage.
- Apply other damage adjustments first, Resistance second, and Vulnerability third.
Rules source: SRD 5.2.1 · p. 17
- When receiving new Temp HP, keep either the old amount or the new amount.
- Temp HP lasts until depleted or the creature finishes a Long Rest.
Rules source: SRD 5.2.1 · p. 18
- Short Rest: spend one or more Hit Point Dice to regain HP; add Constitution modifier to each die (minimum 1 HP regained).
- Long Rest: regain all HP and spent Hit Point Dice, restore reduced ability scores, and remove 1 Exhaustion level.
- A creature needs at least 1 HP to start a Long Rest and must wait 16 hours after finishing one before starting another.
Rules source: SRD 5.2.1 · p. 185SRD 5.2.1 · p. 187
- A creature’s space is Difficult Terrain unless the creature is Tiny or your ally.
- Multiple sources of Difficult Terrain don’t add together.
Rules source: SRD 5.2.1 · p. 181
- In Difficult Terrain, each foot costs 2 extra feet instead.
- The DM may call for a DC 15 Strength (Athletics) check when climbing a difficult surface or swimming through rough water.
Rules source: SRD 5.2.1 · p. 178SRD 5.2.1 · p. 179SRD 5.2.1 · p. 189
- A jump needs 10 feet of movement immediately beforehand to use the full distance; jumping still spends movement.
- After taking falling damage, a creature lands Prone.
- Falling into water: Reaction and DC 15 Strength (Athletics) or Dexterity (Acrobatics) can halve the falling damage.
Rules source: SRD 5.2.1 · p. 182SRD 5.2.1 · p. 185
- Dim Light is Lightly Obscured.
- Darkness is Heavily Obscured for creatures without a sense that overcomes it.
Rules source: SRD 5.2.1 · p. 11
- You must be out of an enemy’s line of sight and unable to be clearly seen.
- On success, note the check total and gain Invisible while hidden.
- The condition ends when you make a sound louder than a whisper, an enemy finds you, you make an attack roll, or you cast a spell with a Verbal component.
Rules source: SRD 5.2.1 · p. 183
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.