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.
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.
Deafened [Condition]
While you have the Deafened condition, you experience the following effect. Can’t Hear. You can’t hear and automatically fail any ability check that requires hearing.
Death Saving Throw
A player character must make a Death Saving Throw (also called a Death Save) if they start their turn with 0 Hit Points. See also “Playing the Game” (“Damage and Healing”).
Dehydration [Hazard]
A creature requires an amount of water per day based on its size, as shown in the Water Needs per Day table. A creature that drinks less than half the required water for a day gains 1 Exhaustion level at the day’s end. Exhaustion caused by dehydration can’t be removed until the creature drinks the full amount of water required for a day. See also “Exhaustion.”
Difficult Terrain
If a space is Difficult Terrain, every foot of movement in that space costs 1 extra foot. For example, moving 5 feet through Difficult Terrain costs 10 feet of movement. Difficult Terrain isn’t cumulative; either a space is Difficult Terrain or it isn’t. A space is Difficult Terrain if the space contains any of the following or something similar:
Difficulty Class
A Difficulty Class (DC) is the target number for an ability check or a saving throw. See also “Playing the Game” (“D20 Tests”).
Dim Light
An area with Dim Light is Lightly Obscured. See also “Lightly Obscured” and “Playing the Game” (“Exploration”).
Disadvantage
If you have Disadvantage on a D20 Test, roll two d20s and use the lower roll. A roll can’t be affected by more than one Disadvantage, and Advantage and Disadvantage on the same roll cancel each other. See also “Playing the Game” (“D20 Tests”).
Disengage [Action]
If you take the Disengage action, your movement doesn’t provoke Opportunity Attacks for the rest of the current turn.
Dodge [Action]
If you take the Dodge action, you gain the following benefits: until the start of your next turn, any attack roll made against you has Disadvantage if you can see the attacker, and you make Dexterity saving throws with Advantage. You lose these benefits if you have the Incapacitated condition or if your Speed is 0.