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Rules Glossary — page 184

Rules Glossary rules and reference.

Incapacitated [Condition] While you have the Incapacitated condition, you experience the following effects.

Inactive. You can't take any action, Bonus Action, or Reaction.

No Concentration. Your Concentration is broken.

Speechless. You can't speak.

Surprised. If you're Incapacitated when you roll Initiative, you have Disadvantage on the roll. Indifferent [Attitude] An Indifferent creature has no desire to help or hinder you. Indifferent is the default attitude of a monster. See also "Influence." Influence [Action] With the Influence action, you urge a monster to do something. Describe or roleplay how you're communicating with the monster. Are you trying to deceive, intimidate, amuse, or gently persuade?

The GM then determines whether the monster feels willing, unwilling, or hesitant due to your interaction; this determination establishes whether an ability check is necessary, as explained below.

Willing. If your urging aligns with the monster's desires, no ability check is necessary; the monster fulfills your request in a way it prefers.

Unwilling. If your urging is repugnant to the monster or counter to its alignment, no ability check is necessary; it doesn't comply.

Hesitant. If you urge the monster to do something that it is hesitant to do, you must make an ability check, which is affected by the monster's attitude: Indifferent, Friendly, or Hostile, each of which is defined in this glossary. The Influence Checks table suggests which ability check to make based on how you're interacting with the monster. The GM chooses the check, which has a default DC equal to 15 or the monster's Intelligence score, whichever is higher. On a successful check, the monster does as urged. On a failed check, you must wait 24 hours (or a duration set by the GM) before urging it in the same way again.

Influence Checks Ability Check Interaction Charisma (Deception) Deceiving a monster that understands you Charisma (Intimidation) Intimidating a monster Charisma (Performance) Amusing a monster Charisma (Persuasion) Persuading a monster that understands you Wisdom (Animal Handling) Gently coaxing a Beast or Monstrosity Initiative Initiative determines the order of turns during combat. The combat rules in "Playing the Game" explain how to roll Initiative.

Sometimes a GM might have combatants use their Initiative scores instead of rolling Initiative. Your Initiative score equals 10 plus your Dexterity modifier. If you have Advantage on Initiative rolls, increase your Initiative score by 5. If you have Disadvantage on those rolls, decrease that score by 5. See also "Playing the Game" ("Combat"). Invisible [Condition] While you have the Invisible condition, you experience the following effects.

Surprise. If you're Invisible when you roll Initiative, you have Advantage on the roll.

Concealed. You aren't affected by any effect that requires its target to be seen unless the effect's creator can somehow see you. Any equipment you are wearing or carrying is also concealed.

Attacks Affected. Attack rolls against you have Disadvantage, and your attack rolls have Advantage. If a creature can somehow see you, you don't gain this benefit against that creature. Jumping When you jump, you make either a Long Jump (horizontal) or a High Jump (vertical). See also "Long Jump" and "High Jump." Knocking Out a Creature When you would reduce a creature to 0 Hit Points with a melee attack, you can instead reduce the creature to 1 Hit Point. The creature then has the Unconscious condition and starts a Short Rest.

The creature remains Unconscious until it regains any Hit Points or until someone uses an action to administer first aid to it, which requires a successful DC 10 Wisdom (Medicine) check. Lightly Obscured You have Disadvantage on Wisdom (Perception) checks to see something in a Lightly Obscured space. See also "Dim Light" and "Playing the Game" ("Exploration"). Line [Area of Effect] A Line is an area of effect that extends from a point of origin in a straight path along its length and covers an area defined by its width. The effect that creates a Line specifies its length and width.

A Line's point of origin isn't included in the area of effect unless its creator decides otherwise. Long Jump When you make a Long Jump, you leap horizontally a number of feet up to your Strength score if you

Source & compatibility

Source: System Reference Document 5.2.1 · page 184 · 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.