Concentration check in 5E

Concentration check in 5E

If you are not a pro, you may get confused each time you see a concentration check in 5E.

After reading through this post, you will get to find out what a concentration check in 5E is.

If that satisfies your intent of searching for this, then stay glued and read between the lines so you don’t miss anything.

In clear terms, a concentration check is a constitution saving throw taken when a spell caster who is holding concentration on a spell takes damage.

Some spells in D&D 5e are labeled as “concentration”, and spellcasters must maintain focus in order to cast them.

Shield of Faith, for example, has a concentration time of up to 10 minutes.

There is a chance that a spell caster who is sustaining concentration will fail and lose concentration if they take damage.

The player must make a constitution saving throw against a DC of 10 or half of the damage taken, whichever is greater.

Obviously, if you lose consciousness, you lose your concentration, equally.

It’s fascinating since it’s a mental strength appearing in a physical characteristic (Constitution).

This is something we utilize at my table for more than just spells.

On the same system, any complex activity can run.

Force your rogue to keep his ‘focus’ on the activity if he’s being attacked while solving a complex puzzle box.

At times, it’s quite flavorful!

In 5th, they took the skill concentration out.

It is a con save now, and it’s made when someone has a spell with concentration still in effect.

The DC is 10 or half the damage whichever is higher.

For damaging effects.

In my games, a concentration check isn’t required only when you’re dealing with damage.

When my players are in particular situations, I additionally require them to perform concentration checks.

  • 10 or 1/2 damage dealt. Damaged during the action.
  • 10 or 1/2 of continuous damage last dealt. Taking continuous damage during the action.
  • Distracting spell’s save DC Distracted by non-damaging spell. (Illusion and Enchantment school usually)
  • DC 10 Vigorous motion (on a moving mount, taking a bouncy wagon ride, in a small boat in rough water, below decks in a storm tossed ship).
  • DC 15 Violent motion (on a galloping horse, taking a very rough wagon ride, in a small boat in rapids, on the deck of a storm-tossed ship).
  • DC 20 Extraordinarily violent motion (earthquake).
  • DC 15 Entangled.
  • DC 20 Grappling or pinned. (You can cast only spells without somatic components for which you have any required material component in hand.)
  • DC 5 Weather is a high wind carrying blinding rain or sleet.
  • DC 10 Weather is wind-driven hail, dust, or debris.
  • Distracting spell’s save DC Weather caused by a spell, such as Storm of Vengeance, Sleet Storm, etc.

Still in doubt and have some questions?

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