Rules Glossary — page 187
Rules Glossary rules and reference.
trapdoor, I'll pull the lever that opens it," and "If the zombie steps next to me, I move away."
When the trigger occurs, you can either take your Reaction right after the trigger finishes or ignore the trigger.
When you Ready a spell, you cast it as normal (expending any resources used to cast it) but hold its energy, which you release with your Reaction when the trigger occurs. To be readied, a spell must have a casting time of an action, and holding on to the spell's magic requires Concentration, which you can maintain up to the start of your next turn. If your Concentration is broken, the spell dissipates without taking effect. Resistance If you have Resistance to a damage type, damage of that type is halved against you (round down). Resistance is applied only once to an instance of damage. See also "Playing the Game" ("Damage and Healing").
Restrained [Condition] While you have the Restrained condition, you experience the following effects.
Speed 0. Your Speed is 0 and can't increase.
Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvantage.
Saving Throws Affected. You have Disadvantage
on Dexterity saving throws. Ritual If you have a spell prepared that has the Ritual tag, you can cast that spell as a Ritual. The Ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn't expend a spell slot, which means the ritual version of a spell can't be cast at a higher level. See also "Spells." Round Down Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. Some rules make an exception and tell you to round up. 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 Test s"). 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. Search Skill Thing to Detect Insight Creature's state of mind Medicine Creature's ailment or cause of death Perception Concealed creature or object Survival Tracks or food 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: Spend Hit Point Dice. You can spend one or more of your Hit Point Dice to regain Hit Points. For each Hit Point Die you spend in this way, roll the die and add your Constitution modifier to it. You regain Hit Points equal to the total (minimum of 1 Hit Point). You can decide to spend an additional Hit Point Die after each roll.
Special Feature. Some features are recharged by a Short Rest. If you have such a feature, it recharges in the way specified in its description.
Interrupting the Rest. A Short Rest is stopped by the following interruptions:
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Rolling Initiative
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Casting a spell other than a cantrip
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Taking any damage An interrupted Short Rest confers no 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 decides which of the effects happens first.