Campaign
A campaign is a series of adventures. See also “Adventure.”
Cantrip
A cantrip is a level 0 spell, which is cast without a spell slot. See also “Spells.”
Carrying Capacity
Your size and Strength score determine the maximum weight in pounds that you can carry, as shown in the Carrying Capacity table. The table also shows the maximum weight you can drag, lift, or push. While dragging, lifting, or pushing weight in excess of the maximum weight you can carry, your Speed can be no more than 5 feet.
Challenge Rating
Challenge Rating (CR) summarizes the threat a monster poses to a group of four player characters. Compare a monster’s CR to the characters’ level. If the CR is higher, the monster is likely a danger. If the CR is lower, the monster likely poses little threat. But circumstances and the number of player characters can significantly alter how threatening a monster is in actual play. “Gameplay Toolbox” (“Combat Encounters”) provides guidance to the GM on using CR while planning potential combat encounters. See also “Stat Block.”
Character Sheet
A character sheet is a paper or digital record that you use to track your character’s information. See also “Character Creation.”
Charmed [Condition]
While you have the Charmed condition, you experience the following effects. Can’t Harm the Charmer. You can’t attack the charmer or target the charmer with damaging abilities or magical effects. Social Advantage. The charmer has Advantage on any ability check to interact with you socially.
Climbing
While you’re climbing, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). You
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:
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
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:
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 Greater Restoration
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.