Illusions
Spells and other effects sometimes create magical illusions. Such an effect defines what the illusion does and which senses or mental faculties it deceives. If an illusion manifests in space, the illusion is insubstantial and weightless, yet it seems to be affected by the environment as if the illusion were real unless the effect that created it specifies otherwise. For example, a visual illusion of a creature casts shadows and reflections, and wind appears to affect the illusory creature. Similarly, an audible illusion echoes in an echoey space.
Immunity
If you have Immunity to a damage type or a condition, it doesn’t affect you in any way.
Improvised Weapons
An improvised weapon is an object wielded as a makeshift weapon, such as broken glass, a table leg, or a frying pan. A Simple or Martial weapon also counts as an improvised weapon if it’s wielded in a way contrary to its design; if you use a Ranged weapon to make a melee attack or throw a Melee weapon that lacks the Thrown property, the weapon counts as an improvised weapon. An improvised weapon follows the rules below. Proficiency. Don’t add your Proficiency Bonus to attack rolls with an improvised weapon. Damage. On a hit, the weapon deals 1d4 damage of a type the GM thinks is appropriate for the object. Range. If you throw the weapon, it has a normal range of 20 feet and a long range of 60 feet. Weapon Equivalents. If an improvised weapon resembles a Simple or Martial weapon, the GM may say it functions as that weapon and uses that weap-
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.
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.