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Rules Glossary — page 177

Rules Glossary rules and reference.

Area of Effect The descriptions of many spells and other features specify that they have an area of effect, which typically has one of six shapes. These shapes are defined elsewhere in this glossary: Cone Cube Cylinder Emanation Line Sphere An area of effect has a point of origin, a location from which the effect's energy erupts. The rules for each shape specify how to position its point of origin. If all straight lines extending from the point of origin to a location in the area of effect are blocked, that location isn't included in the area of effect. To block a line, an obstruction must provide Total Cover. See also "Cover."

If the creator of an area of effect places it at an unseen point and an obstruction—such as a wall— is between the creator and that point, the point of origin comes into being on the near side of the obstruction. Armor Class An Armor Class (AC) is the target number for an attack roll. AC represents how difficult it is to hit a target.

Your base AC calculation is 10 plus your Dexterity modifier. If a rule gives you another base AC calculation, you choose which calculation to use; you can't use more than one. See also "Attack Roll." Armor Training Armor training allows you to use armor of a certain category without the following drawbacks. If you wear Light, Medium, or Heavy armor and lack training with it, you have Disadvantage on any D20 Test that involves Strength or Dexterity, and you can't cast spells. If you use a Shield and lack training with it, you don't gain its AC bonus. See also "Disadvantage" and "Equipment" ("Armor").

Attack [Action] When you take the Attack action, you can make one attack roll with a weapon or an Unarmed Strike.

Equipping and Unequipping Weapons. You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you don't need to use it for that attack. Equipping a weapon includes drawing it from a sheath or picking it up. Unequipping a weapon includes sheathing, stowing, or dropping it.

Moving between Attacks. If you move on your turn and have a feature, such as Extra Attack, that gives you more than one attack as part of the Attack action, you can use some or all of that movement to move between those attacks. Attack Roll An attack roll is a D20 Test that represents making an attack with a weapon, an Unarmed Strike, or a spell. See also "Playing the Game" ("D20 Tests"). Attitude A monster has a starting attitude toward a player character: Friendly, Hostile, or Indifferent.

See also "Friendly," "Hostile," "Indifferent," and "Influence." Attunement Some magic items require a creature to form a bond—called Attunement—with them before the creature can use an item's magical properties. A creature can have Attunement with no more than three magic items at a time. See also "Equipment" ("Magic Items"). Blinded [Condition] While you have the Blinded condition, you experience the following effects.

Can't See. You can't see and automatically fail any ability check that requires sight.

Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvantage. Blindsight If you have Blindsight, you can see within a specific range without relying on physical sight. Within that range, you can see anything that isn't behind Total Cover even if you have the Blinded condition or are in Darkness. Moreover, in that range, you can see something that has the Invisible condition. Bloodied A creature is Bloodied while it has half its Hit Points or fewer remaining. Bonus Action A Bonus Action is a special action that you can take on the same turn that you take an action.

You can't take more than one Bonus Action on a turn, and you have a Bonus Action to take only if a rule explicitly says so. See also "Playing the Game" ("Actions"). Breaking Objects Objects can be harmed by attacks and by some spells, using the rules below. If an object is exceedingly fragile, the GM may allow a creature to break it automatically with the Attack or Utilize action.

Armor Class. The Object Armor Class table suggests ACs for various substances.

Source & compatibility

Source: System Reference Document 5.2.1 · page 177 · 2024 / SRD 5.2.1.

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.