Concentration¶
Concentration is the attention needed to keep certain spells or other effects active. The description tells you whether it requires Concentration and its maximum duration, such as “Concentration, up to 1 minute.” If Concentration ends, the effect ends.
One effect at a time¶
You can concentrate on only one effect at a time. Starting to cast another spell that requires Concentration, or activating another Concentration effect, immediately ends your previous Concentration. You do not keep both until the new casting finishes.
Concentrating does not itself use your action each turn. You can move, attack, and cast spells that do not require Concentration, subject to their normal rules. An effect can separately require actions to use or maintain it.
Taking damage¶
When you take damage, make a Constitution saving throw to keep Concentration:
DC = the higher of 10 or half the damage taken, rounded down, with a maximum DC of 30.
| Damage taken in one instance | Concentration save DC |
|---|---|
| 8 | 10 |
| 23 | 11 |
| 40 | 20 |
| 80 | 30 |
Resolve each instance of damage separately rather than adding an entire turn’s damage together. Apply the usual saving throw modifier, relevant proficiency, and any specific bonuses, Advantage or Disadvantage. War Caster’s advantage on relevant saves and Mage Slayer’s disadvantage imposed on a damaged target are examples of specific features to check.
Other ways Concentration ends¶
- You can end it voluntarily at any time, with no action required.
- It ends if you become Incapacitated or die. Conditions such as Stunned, Paralyzed, and Unconscious also impose Incapacitated.
- It ends when the effect’s duration expires or its own ending rule applies.
- A specific feature can prohibit it. For example, you cannot maintain Concentration while raging.
See conditions and saving throws.
Long castings, readied spells, and summons¶
Casting a spell that takes 1 minute or longer, including a ritual, requires Concentration during the casting even when the finished spell does not require it. If that Concentration breaks, the casting fails without spending a spell slot; begin again to retry.
Readying a spell also requires Concentration while holding its magic; see basic actions.
A summoning spell may require Concentration. If so, follow that spell’s rules when Concentration ends; not every familiar or helper uses Concentration. In the workshop, companion concentration flags, durations, and dismissal remain manual records. They do not automatically end another effect or dismiss a summon.
Related: spell components · ritual casting.
Source: supplied Player’s Handbook (2024), Rules Glossary, Concentration (PDF page 362; printed page 363), chapter 7, Longer Casting Times (PDF page 235), and Ready. Paraphrased reference.