Rules Glossary — page 180
Rules Glossary rules and reference.
Cylinder [Area of Effect] A Cylinder is an area of effect that extends in straight lines from a point of origin located at the center of the circular top or bottom of the Cylinder. The effect that creates a Cylinder specifies the radius of the Cylinder's base and the Cylinder's height.
A Cylinder's point of origin is included in the area of effect. D20 Test D20 Tests encompass the three main d20 rolls of the game: ability checks, attack rolls, and saving throws. If something in the game affects D20 Tests, it affects all three of these rolls. The GM determines whether a D20 Test is warranted in a given circumstance. See also "Playing the Game" ("D20 Tests"). Damage Damage represents harm that causes a creature or an object to lose Hit Points. Damage Roll A damage roll is a die roll, adjusted by any applicable modifiers, that deals damage to a target. See also "Playing the Game" ("Damage and Healing").
Damage Threshold A creature or an object that has a damage threshold has Immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes that entire instance of damage. Any damage that fails to meet or exceed the damage threshold is superficial and doesn't reduce Hit Points. For example, if an object has a damage threshold of 10, the object takes no damage if 9 damage is dealt to it, since that damage fails to exceed the threshold. If the same object is dealt 11 damage, it takes all of that damage.
Damage Types Attacks and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as Resistance, rely on the types. The Damage Types table offers examples to help a GM assign a type to a new effect.
Damage Types Type Examples Acid Corrosive liquids, digestive enzymes Bludgeoning Blunt objects, constriction, falling Cold Freezing water, icy blasts Fire Flames, unbearable heat Force Pure magical energy Lightning Electricity Type Examples Necrotic Life-draining energy Piercing Fangs, puncturing objects Poison Toxic gas, venom Psychic Mind-rending energy Radiant Holy energy, searing radiation Slashing Claws, cutting objects Thunder Concussive sound Darkness An area of Darkness is Heavily Obscured. See also "Heavily Obscured" and "Playing the Game" ("Exploration").
Darkvision If you have Darkvision, you can see in Dim Light within a specified range as if it were Bright Light and in Darkness within that range as if it were Dim Light. You discern colors in that Darkness only as shades of gray. See also "Playing the Game" ("Exploration"). Dash [Action] When you take the Dash action, you gain extra movement for the current turn. The increase equals your Speed after applying any modifiers. With a
Speed of 30 feet, for example, you can move up to
60 feet on your turn if you Dash. If your Speed of 30 feet is reduced to 15 feet, you can move up to 30 feet this turn if you Dash.
If you have a special speed, such as a Fly Speed or Swim Speed, you can use that speed instead of your
Speed when you take this action. You choose which
speed to use each time you take it. See also "Speed." Dead A dead creature has no Hit Points and can't regain them unless it is first revived by magic such as the Raise Dead or Revivify spell. When such a spell is cast, the spirit knows who is casting it and can refuse. The spirit of a dead creature has left the body and departed for the Outer Planes, and reviving the creature requires calling the spirit back.
If the creature returns to life, the revival effect determines the creature's current Hit Points. Unless otherwise stated, the creature returns to life with any conditions, magical contagions, or curses that were affecting it at death if the durations of those effects are still ongoing. If the creature died with any Exhaustion levels, it returns with 1 fewer level. If the creature had Attunement to one or more magic items, it is no longer attuned to them.