Rules Glossary — page 179
Rules Glossary rules and reference.
At the GM's option, climbing a slippery surface or one with few handholds might require a successful DC 15 Strength (Athletics) check. Climb Speed A Climb Speed can be used in place of Speed to traverse a vertical surface without expending the extra movement normally associated with climbing. See also "Climbing" and "Speed." Concentration Some spells and other effects require Concentration to remain active, as specified in their descriptions. If the effect's creator loses Concentration, the effect ends.
If the effect has a maximum duration, the effect's description specifies how long the creator can concentrate on it: up to 1 minute, 1 hour, or some other duration. The creator can end Concentration at any time (no action required). The following factors break Concentration.
Another Concentration Effect. You lose Concentration on an effect the moment you start casting a spell that requires Concentration or activate another effect that requires Concentration.
Damage. If you take damage, you must succeed on a Constitution saving throw to maintain Concentration. The DC equals 10 or half the damage taken (round down), whichever number is higher, up to a maximum DC of 30.
Incapacitated or Dead. Your Concentration ends if you have the Incapacitated condition or you die. Condition A condition is a temporary game state. The definition of a condition says how it affects its recipient, and various rules define how to end a condition. This glossary defines these conditions: Blinded Charmed Deafened Exhaustion Frightened Grappled Incapacitated Invisible Paralyzed Petrified Poisoned Prone Restrained Stunned Unconscious A condition doesn't stack with itself; a recipient either has a condition or doesn't. The Exhaustion condition is an exception to that rule.
Cone [Area of Effect] A Cone is an area of effect that extends in straight lines from a point of origin in a direction its creator chooses. A Cone's width at any point along its length is equal to that point's distance from the point of origin. For example, a Cone is 15 feet wide at a point along its length that is 15 feet from the point of origin. The effect that creates a Cone specifies its maximum length.
A Cone's point of origin isn't included in the area of effect unless its creator decides otherwise. Cover Cover provides a degree of protection to a target behind it. There are three degrees of cover, each of which provides a different benefit to a target: Half Cover (+2 bonus to AC and Dexterity saving throws), Three-Quarters Cover (+5 bonus to AC and Dexterity saving throws), and Total Cover (can't be targeted directly). If behind more than one degree of cover, a target benefits only from the most protective degree. See also "Playing the Game" ("Combat").
Crawling While you're crawling, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). See also "Speed." Creature Any being in the game, including a player's character, is a creature. See also "Creature Type." Creature Type Every creature, including every player character, has a tag in the rules that identifies the type of creature it is. Most player characters are of the Humanoid type.
These are the game's creature types: Aberration Beast Celestial Construct Dragon Elemental Fey Fiend Giant Humanoid Monstrosity Ooze Plant Undead The types don't have rules themselves, but some rules in the game affect creatures of certain types in different ways. Critical Hit If you roll a 20 on the d20 for an attack roll, you score a Critical Hit, and the attack hits regardless of any modifiers or the target's AC. A Critical Hit lets you roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers.
See also "Playing the Game" ("Damage and Healing"). Cube [Area of Effect] A Cube is an area of effect that extends in straight lines from a point of origin located anywhere on a face of the Cube. The effect that creates a Cube specifies its size, which is the length of each side.
A Cube's point of origin isn't included in the area of effect unless its creator decides otherwise. Curses Some game effects curse a creature or an object. The effect that confers a curse defines what the curse does. Curses can be removed by the Remove Curse and Greater Restoration spells or other magic that explicitly ends curses.