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Concentration is a special Resource used by certain Spells. A spell with the Concentration tag requires the caster to continuously put focus into the spell in order to maintain its effects. Such spells are called Concentration spells, and this requirement will be clearly labeled with the Concentration tag in the spell's description. The caster may still do other actions while concentrating, but are at risk of losing said concentration under certain circumstances. If the caster loses Concentration, the spell ends prematurely.
A caster can only concentrate on one spell at a time - said spell will be shown on top of/next to the caster's portrait and in the list of conditions the spellcaster has.
Concentration Saving Throw
Every time a concentrating caster takes damage they do a Concentration Saving throw (sometimes referred to as a "Concentration Check"). The DC of this Constitution saving throw is either 10 or half the number of damage taken, whichever is higher.
Losing Concentration
There are several ways to lose focus and drop the effects of a Concentration spell:
- Taking damage and failing the associated Concentration Saving Throw
- Casting any other spell with the Concentration tag
- Entering a
- Being reduced to 0 hit points ( )
- Being
- Being affected by Conditions that renders the caster unable to do actions such as Unconsious, , , , etc. If this happens Concentration is dropped without recourse.
- Being hit by an Arrow of Arcane Interference
- Successfully entering the ethereal plane with
- The caster can also voluntarily end the Concentration effect. Either by casting another Concentration Spell, or by manually ending Concentration.
- Unlike most actions, the manual ending of concentration can be done at anytime, even amidst someone else's turn. For players this is done via the x button on the concentrated spell's icon next to the caster's main portrait.
Advantage on Concentration Saves
Due to the impact of many Concentration spells, it is very beneficial for a spellcaster to acquire an Advantage or bonuses for their Concentration Constitution Saving Throws, but this is rather difficult to come by:
- The War caster Feat grants Advantage on Concentration Saving Throws.
- The Resilient (Constitution) Feat Grants a +1 to a character's Constitution score as well as granting Proficiency in all Constitution Saving Throws.
- Transmuter's Stone (Constitution), a Transmutation School Wizard subclass feature, grants the holder of said stone Proficiency in all Constitution Saving Throws.
- Arcane Ward, an Abjuration School Wizard subclass feature, reduces all incoming damage. When the damage is reduced to 0, no Concentration Saving Throws take place.
- Bless and Resistance each grant a 1d4 bonus to all Saving Throws. Both are concentration spells themselves, so the casters of these spells are themselves at risk of dropping these spells when taking damage.
- Gaseous Form grants Advantage on all Constitution saving throws but also sets the target's Constitution score to 10, and is itself again a concentration spell.
- Warding Bond grants its target a +1 bonus to all Saving Throws, and persists until long rest and does not require concentration. However it requires the caster of warding bond to take all damage their target does.
- Several items such as Spidersilk Armour grant Advantage on Constitution saving throws.
Concentration Spells
These Spells require Concentration to cast and maintain.
Cantrips
- Cantrips are Spells that do not cost Spell Slots to cast.
Level 1 Spells
- Level 1 Spells are Spells that consume Level 1 Spell Slots when cast.
Level 2 Spells
- Level 2 Spells are Spells that consume Level 2 Spell Slots when cast.
Level 3 Spells
- Level 3 Spells are Spells that consume Level 3 Spell Slots when cast.
Level 4 Spells
- Level 4 Spells are Spells that consume Level 4 Spell Slots when cast.
Level 5 Spells
- Level 5 Spells are Spells that consume Level 5 Spell Slots when cast.
Level 6 Spells
- Level 6 Spells are Spells that consume Level 6 Spell Slots when cast.
Non-Concentration Spells
These Spells do not require Concentration to cast.
Cantrips
- Cantrips are Spells that do not cost Spell Slots to cast.
Level 1 Spells
- Level 1 Spells are Spells that consume Level 1 Spell Slots when cast.
- Animal Friendship
- Armour of Agathys
- Arms of Hadar
- Burning Hands
- Chromatic Orb
- Colour Spray
- Command
- Create or Destroy Water
- Cure Wounds
- Disguise Self
- Dissonant Whispers
- Enhance Leap
- False Life
- Feather Fall
- Find Familiar
- Goodberry
- Guiding Bolt
- Grease
- Hail of Thorns
- Healing Word
- Hellish Rebuke
- Ice Knife
- Inflict Wounds
- Longstrider
- Mage Armour
- Magic Missile
- Ray of Sickness
- Sanctuary
- Shield
- Sleep
- Speak with Animals
- Thunderous Smite
- Thunderwave
Level 2 Spells
- Level 2 Spells are Spells that consume Level 2 Spell Slots when cast.
Level 3 Spells
- Level 3 Spells are Spells that consume Level 3 Spell Slots when cast.
Level 4 Spells
- Level 4 Spells are Spells that consume Level 4 Spell Slots when cast.
Level 5 Spells
- Level 5 Spells are Spells that consume Level 5 Spell Slots when cast.
Level 6 Spells
- Level 6 Spells are Spells that consume Level 6 Spell Slots when cast.