Save
Save is another name for a saving throw. See also “Saving Throw.”
Saving Throw
A saving throw—also called a save—represents an attempt to avoid or resist a threat. You normally make a saving throw only when a rule requires you to do so, but you can decide to fail the save without rolling. The result of a save is detailed in the effect that allowed it. If a target is forced to make a save and lacks the ability score used by it, the target automatically fails. See also “Playing the Game” (“D20
Search [Action]
When you take the Search action, you make a Wisdom check to discern something that isn’t obvious. The Search table suggests which skills are applicable when you take this action, depending on what you’re trying to detect.
Shape-Shifting
If an effect, such as Wild Shape or the Polymorph spell, lets you shape-shift, its description specifies what happens to you. Unless that description says otherwise, any ongoing effects on you—conditions, spells, curses, and the like—carry over from one form to the other. You revert to your true form if you die.
Short Rest
A Short Rest is a 1-hour period of downtime, during which a creature does nothing more strenuous than reading, talking, eating, or standing watch. To start a Short Rest, you must have at least 1 Hit Point. Benefits of the Rest. When you finish the rest, you gain the following benefits:
Simultaneous Effects
If two or more things happen at the same time on a turn, the person at the game table—player or GM— whose turn it is decides the order in which those things happen. For example, if two effects occur at the start of a player character’s turn, the player de-
Size
A creature or an object belongs to a size category: Tiny, Small, Medium, Large, Huge, or Gargantuan. A creature’s size determines how much space the creature occupies in combat. An object’s size affects its Hit Points. See also “Breaking Objects” and “Playing the Game” (“Combat”).
Skill
A skill is an area of specialization associated with an ability check. If you have proficiency in a skill, you can add your Proficiency Bonus when you make an ability check associated with that skill. See also “Playing the Game” (“Proficiency”).
Speed
A creature has a Speed, which is the distance in feet the creature can cover when it moves on its turn. See also “Climbing,” “Crawling,” “Flying,” “Jumping,” “Swimming” and “Playing the Game” (“Combat”). Special Speeds. Some creatures have special speeds, such as a Burrow Speed, Climb Speed, Fly Speed, or Swim Speed, each of which is defined in this glossary. If you have more than one speed, choose which one to use when you move; you can switch between the speeds during your move. Whenever you switch, subtract the distance already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can’t use the new speed during the current move. For example, if you have a Speed of 30 and a Fly Speed of 40, you could fly 10 feet, walk 10 feet, and leap into the air to fly 20 feet more. Changes to Your Speeds. If an effect increases or decreases your Speed for a time, any special speed you have increases or decreases by an equal amount for the same duration. For example, if your Speed is reduced to 0 and you have a Climb Speed, your Climb Speed is also reduced to 0. Similarly, if your Speed is halved and you have a Fly Speed, your Fly Speed is also halved.
Spell
A spell is a magical effect that has the characteristics described in “Spells.”
Spell Attack
A spell attack is an attack roll made as part of a spell or another magical effect. See also “Spells” (“Casting Spells”).
Spellcasting Focus
A Spellcasting Focus is an object that certain creatures can use in place of a spell’s Material components if those materials aren’t consumed by the spell and don’t have a cost specified. Some classes allow its members to use certain types of Spellcast- See also
Sphere [Area of Effect]
A Sphere is an area of effect that extends in straight lines from a point of origin outward in all directions. The effect that creates a Sphere specifies the distance it extends as the radius of the Sphere. A Sphere’s point of origin is included in the Sphere’s area of effect.
Stable
A creature is Stable if it has 0 Hit Points but isn’t required to make Death Saving Throws. See also “Playing the Game” (“Damage and Healing”).
Stat Block
A stat block contains the game statistics of a monster. Each stat block includes the following information presented after the monster’s name. Size. A monster is Tiny, Small, Medium, Large, Huge, or Gargantuan. See also “Size.” Creature Type. This entry notes the family of beings a monster belongs to, along with any descriptive tags. See also “Creature Type.” Alignment. An alignment is suggested for the monster, with the GM determining its actual alignment. See also “Alignment.” AC, Initiative, and HP. These entries give the monster’s Armor Class, Initiative, and Hit Points, which are detailed in “Playing the Game.” In parentheses after the Hit Points, the monster’s Hit Point Dice are provided, along with the contribution of its Constitution, if any, to its Hit Points. Following the Initiative modifier is an Initiative score. Some creatures that are created by magic lack Hit Dice and Initiative information. Speed. Here the monster’s Speed is provided, along with any special speeds. See also “Burrow Speed,” “Climb Speed,” “Fly Speed,” and “Swim Speed.” Ability Scores. A table provides the monster’s ability scores, modifiers, and saving throw modifiers, all of which are detailed in “Playing the Game.” Skills. This entry lists the monster’s skill proficiencies, if any. See also “Playing the Game” (“Proficiency”). Resistances and Vulnerabilities. These entries list the monster’s Resistances and Vulnerabilities, if any. See also “Resistance” and “Vulnerability.” Immunities. This section lists the monster’s damage and condition Immunities, if any. See also “Immunity.” Gear. If the monster has any equipment that can be given away or retrieved, it’s listed in this entry. Senses. This entry lists the monster’s special senses, such as Darkvision, and its Passive Perception. See also “Passive Perception.” Languages. This entry lists any languages the
Study [Action]
When you take the Study action, you make an Intelligence check to study your memory, a book, a clue, or another source of knowledge and call to mind an important piece of information about it. The Areas of Knowledge table suggests which skills are applicable to various areas of knowledge.
Stunned [Condition]
While you have the Stunned condition, you experience the following effects. Incapacitated. You have the Incapacitated condition. Saving Throws Affected. You automatically fail Strength and Dexterity saving throws. Attacks Affected. Attack rolls against you have Advantage.
Suffocation [Hazard]
A creature can hold its breath for a number of minutes equal to 1 plus its Constitution modifier (minimum of 30 seconds) before suffocation begins. When a creature runs out of breath or is choking, it gains 1 Exhaustion level at the end of each of its turns. When a creature can breathe again, it removes all levels of Exhaustion it gained from suffocating.
Surprise
If a creature is caught unawares by the start of combat, that creature is surprised, which causes it to have Disadvantage on its Initiative roll. See also “Playing the Game” (“Combat”).
Swimming
While you’re swimming, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). You ignore this extra cost if you have a Swim Speed and use it to swim. At the GM’s option, moving any distance in rough water might require a successful DC 15 Strength (Athletics) check.
Swim Speed
A Swim Speed can be used to swim without expending the extra movement normally associated with See also