Rules FAQ How Does Concentration Work in D&D 5E?

Some spells (and, more rarely, abilities) require active concentration in order to maintain their magic effects. If you lose concentration, the effect ends. The rules outlining concentration appear in the Player’s Handbook on page 203.

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If a spell or ability requires concentration, it tells you. Spells have a Duration entry which specifies “Concentration, up to [a certain amount of time]”. Of the 361 spells in the Player’s Handbook, 154 require concentration. A concentration spell's duration is the maximum time you can concentrate on its effect.


This is the part of a weekly series of articles by a team of designers answering D&D questions for beginners. Feel free to discuss the article and add your insights or comments!

While most concentration spells end once their maximum duration is reached, some have permanent effects if you maintain concentration for the full duration, such as banishment, modify memory, and true polymorph.

Abilities that require you to concentrate specify it within the ability’s text. For example the cleric’s Trickery Domain illusory duplicate created by Channel Divinity: Invoke Duplicity specifies that it “lasts 1 minute, or until you lose your concentration (as if you were concentrating on a spell).”

Maintaining Concentration
You can maintain concentration as you perform normal activity, which includes:
  • Moving and attacking
  • Casting a spell (so long as it only takes 1 action, bonus action, or reaction, and doesn't require concentration) (added thanks to Nikosandros and John R Davis)
  • Taking a short rest
  • Taking a long rest using Trance as an elf, or Sentry’s Rest as a warforged
  • Transforming into another creature using the Wild Shape ability as a druid, or the spell polymorph
Once you’re concentrating on a spell or ability, you maintain its effect regardless of the distance between yourself and the target or area of the effect. For example, if you cast hunter’s mark on a creature, which then leaves the material plane (without dying), the effect persists until you lose concentration.

Losing Concentration
You always lose concentration when:
  • You choose to stop concentrating. You can end concentration at any time (no action required).
  • You enter a barbarian rage. No spells, only RAGE!
  • You’re incapacitated or killed. Concentration is lost if you gain the incapacitated condition (although the condition itself doesn’t tell you this) or if you die.
  • You are concentrating and start to concentrate on something else. You can only concentrate on one thing at a time! (Unless you’re the dragon Niv-Mizzet from Ravnica.) If you are concentrating, and start to cast another spell (or use an ability) that requires concentration, the first effect ends immediately.
  • Spells with a casting time longer than a single action or reaction, including rituals, require concentration while they are cast, even if they don’t require concentration according to their Duration entry.
  • When you ready a spell, holding the spell to release as a triggered reaction requires concentration, even if according to their Duration entry they don’t.
You might lose concentration when:
  • You take damage. It’s hard to concentrate when you’re getting a beating! Whenever you take damage while you’re concentrating, you must succeed on a Constitution saving throw to maintain it. The DC equals 10 or half the damage you take, whichever number is higher.
    • If 21 damage or less, the Con save is DC 10
    • If 22 damage and higher, the Con save is equal to half the damage DC 11+
    • Damage from multiple sources triggers a separate saving throw for each source of damage.
    • Each magic missile is a separate source of damage, making it an excellent way to trigger several concentration checks!
  • You’re distracted by your environment. It’s hard to concentrate during a storm at sea! Your DM might decide that certain environmental phenomena, such as a wave crashing over you on a storm-tossed ship, require you to succeed a DC 10 Constitution saving throw to maintain your concentration.
    • The spell sleet storm is the only spell in the Player’s Handbook that specifically calls for a Constitution saving throw to maintain concentration by modifying the environment. It also uniquely sets the Con saving throw to the character's spell save DC.
Saves Not Checks
It's important to note that in 5e D&D, concentration is tested using Constitution saving throws, rather than concentration skill checks. In previous editions, namely 3rd and 3.5, concentration was a skill used you took damage while casting a spell in combat (at the time spell casting triggered an opportunity attack, and damage triggered a concentration check to avoid losing the spell). It's not uncommon for old edition terminology to creep into new editions, and so you might have heard the phrase "make a concentration check," but in 5e D&D, the roll required will always be a "Constitution saving throw to maintain concentration."

Improving your ability to concentrate
The best way to maintain concentration is to avoid taking damage and to stay off wave-struck ships during storms, but given that sometimes these are unavoidable, here are the next best strategies to avoid losing your focus:
  • Boost your Constitution. Use your Ability Score Increases, or magic items such as the amulet of health or belt of Dwarvenkind to increase your Constitution score and Constitution saving throws.
  • Be proficient with Constitution saving throws. If you’re not an artificer, barbarian, fighter or sorcerer, you can take the feat Resilient (Constitution), to gain proficiency. Or you can borrow a Transmuter’s Stone from a very kindly Wizard.
  • Gain advantage on Constitution saving throws. The feat Warcaster grants advantage on Constitution saving throws to maintain concentration when you take damage. Alternatively, the warlock invocation Eldritch Mind (from Tasha’s Cauldron of Everything) gives advantage of Constitution saving throws to maintain concentration (for any reason, not just from taking damage), and is available to all via the feat Eldritch Adept.
  • Get buffed. Spells such as bless, and abilities like bardic inspiration can really help you maintain concentration in a pinch, so remember to ask your friends to help you out.
 
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Will Gawned

Will Gawned

Bolares

Hero
My rulling on multiple hit spells is the following: Each time you roll a d20 to hit it's considered a new hit. Magic Missile doesn't have a to hit roll so this rulling is useless to it though hahahah.

Both rullings on Magic Missile have good points, so I'd defer to the rule of fun, wichever my players seem to enjoy the most would be the rulling I'd use on it.
 

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El Condoro

Explorer
Would you rule scorching ray and eldritch blast the same way? (Single spell cast, multiple attack rolls)
Yes. To me a cantrip (EB) and even a 2nd-level spell like SR are OP if they involve multiple concentration checks for a target. The benefit of casting the extra instances at the spellcaster is in the increased DC required to keep concentration (one roll). I know that Jeremy Crawford tweeted one roll per hit for MM in 2016 but to me that's OP. Just my take on this issue which has valid arguments on both sides.
 

Bolares

Hero
Yes. To me a cantrip (EB) and even a 2nd-level spell like SR are OP if they involve multiple concentration checks for a target. The benefit of casting the extra instances at the spellcaster is in the increased DC required to keep concentration (one roll). I know that Jeremy Crawford tweeted one roll per hit for MM in 2016 but to me that's OP. Just my take on this issue which has valid arguments on both sides.
Would a fighter with extra attacks be ruled in the same way?it's multiple rolls for the same action...
 

El Condoro

Explorer
Would a fighter with extra attacks be ruled in the same way?it's multiple rolls for the same action...
I'm not sure anyone would do it that way but it could be. The wording 'whenever you take damage while you are concentrating on a spell' would seem to indicate that a separate roll is made for each hit (weapon or spell instance, although I would still argue that MM's simultaneous damage is one roll) but it could work that the fighter combines their damage from both attacks and the caster makes one concentration save with the resulting DC. That would be in the realm of an individual ruling, though.
 

tetrasodium

Legend
Supporter
Epic
I'm not sure anyone would do it that way but it could be. The wording 'whenever you take damage while you are concentrating on a spell' would seem to indicate that a separate roll is made for each hit (weapon or spell instance, although I would still argue that MM's simultaneous damage is one roll) but it could work that the fighter combines their damage from both attacks and the caster makes one concentration save with the resulting DC. That would be in the realm of an individual ruling, though.
the trouble is natural language & the followup section "If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each "
I commend @Bolares for pointing out that the pooor poooor fighter needs wotc to rescue them from the deliberately unclear natural language of concentration & expect we will see it get a sidebar or rework in some near future publication now
 

gelf

Explorer
Yes. To me a cantrip (EB) and even a 2nd-level spell like SR are OP if they involve multiple concentration checks for a target. The benefit of casting the extra instances at the spellcaster is in the increased DC required to keep concentration (one roll). I know that Jeremy Crawford tweeted one roll per hit for MM in 2016 but to me that's OP. Just my take on this issue which has valid arguments on both sides.
As long as you're consistent, I don't see a problem with you running your game this way. RAW isn't the only thing to consider when you're DMing.

There is definitely a trade off between more, low DC, concentration checks and fewer, but higher DC, concentration checks. I think it could be a neat way to highlight the difference between martial classes and spellcasters, in your game.
 


Weiley31

Legend
In regards to Magic Missile and its effectiveness on anything that is downed or making Death Saving throws, technically the version that can "Double/Triple Tap" something in that regards is Jim's Magic Missile from the Acquisitions Incorporated book. That spell has you roll a Spell Attack Roll for each separate missile, which is something that regular Magic Missile doesn't. Therefore it would allow you to take out downed things easily as long as you don't roll a 1 that would cause ALL the darts to make a U-Turn and smack the caster instead. And since upcasting it apparently increases the chances of you rolling a 1, a default casting of Jim's Magic Missile should Double/Triple tap reliably(ish) well.

But I low-key like the idea of regular Magic Missile being able to do the same thing.
 

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