Rules Glossary

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Glossary Conventions

The glossary uses the following conventions:

Tags in Brackets. Some entries have a tag in brackets after the entry’s name, as in “Attack [Action].” A tag—Action, Area of Effect, Attitude, Condition, or Hazard—indicates that a rule is part of a family of rules. The tags also have glossary entries.
“You.” The game’s rules—in this glossary and elsewhere—often talk about something happening to you in the game world. That “you” refers to the creature or object that the rule applies to in a particular moment of play. For example, the “you” in the Prone condition is a creature that currently has that condition.
“See Also.” Some glossary entries include a See also section that points to other entries in the glossary, to other parts of this document, or both.
No Obsolete Terms. The glossary contains definitions of current rules terms only. If you’re looking for a term from an earlier version of the fifth edition rules, consult the index.
Abbreviations. The abbreviations listed below appear in this glossary and elsewhere in the rules.
AC Armor Class M Material component
C Concentration N Neutral
CE Chaotic Evil NE Neutral Evil
CG Chaotic Good NG Neutral Good
Cha. Charisma NPC Nonplayer character
CN Chaotic Neutral PB Proficiency Bonus
Con. Constitution PP Platinum Piece(s)
CP Copper Piece(s) R Ritual
CR Challenge Rating S Somatic component
DC Difficulty Class SP Silver Piece(s)
Dex. Dexterity Str. Strength
EP Electrum Piece(s) V Verbal component
GM Game Master Wis. Wisdom
GP Gold Piece(s) XP Experience Point(s)
HP Hit Point(s)    
Int. Intelligence    
LE Lawful Evil    
LG Lawful Good    
LN Lawful Neutral    

Rules Definitions

Ability Check

An ability check is a D20 Test that represents using one of the six abilities—or a specific skill associated with an ability—to overcome a challenge. See also “Playing the Game” (“D20 Tests” and “Proficiency”). This page is unfinished!


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:

Aberration
Beast
Celestial
Construct
Dragon
Elemental
Fey
Fiend
Giant
Humanoid
Monstrosity
Ooze
Plant
Undead

The types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways.

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”).

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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.

Damage Types
Type Examples
Acid Corrosive liquids, digestive enzymes
Bludgeoning Blunt objects, constriction, falling
Cold Freezing water, icy blasts
Fire Flames, unbearable heat
Force Pure magical energy
Lightning Electricity
Necrotic Life-draining energy
Piercing Fangs, puncturing objects
Poison Toxic gas, venom
Psychic Mind-rending energy
Radiant Holy energy, searing radiation
Slashing Claws, cutting objects
Thunder Concussive sound

Darkness

An area of Darkness is Heavily Obscured. See also “Heavily Obscured” and “Playing the Game” (“Exploration”).

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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 weapon’s rules. For example, the GM could treat a table leg as a Club.

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Vulnerability

If you have Vulnerability to a damage type, damage of that type is doubled against you. Vulnerability is applied only once to an instance of damage. See also “Playing the Game” (“Damage and Healing”).

Weapon

A weapon is an object that is in the Simple or Martial weapon category. See also “Equipment” (“Weapons”).

Weapon Attack

A weapon attack is an attack roll made with a weapon. See also “Weapon.”