Concentration in D&D 5e: Complete Rules Guide (2014 and 2024 Rules)
Concentration is the mechanic that stops a caster from stacking every buff and control spell at once. Many of the strongest spells in the game, including Haste, Bless, Hold Person, and Wall of Force, only keep working while you maintain concentration. Lose it and the spell ends immediately.
What Is Concentration?
Some spells list "Concentration" in their duration (for example, "Concentration, up to 1 minute"). While such a spell is active, you must concentrate to keep its magic going. Concentrating does not take an action and does not stop you from doing other things, but it can be interrupted.
What Breaks Concentration
- Casting another concentration spell. The first spell ends automatically.
- Taking damage. You must make a Constitution saving throw. The DC is 10 or half the damage taken, whichever is higher. If you take damage from multiple sources at once (say, two arrows), you make a separate save for each source.
- Being incapacitated or killed. Concentration ends instantly, no save. This includes being stunned, paralyzed, petrified, or unconscious, since all of those include the Incapacitated condition.
- Environmental interruptions (DM's call). The DM can require a DC 10 Constitution saving throw for phenomena other than damage, such as a wave crashing over you on a storm-tossed ship.
What Does NOT Break Concentration
- Taking normal actions. Attacking, dashing, dodging, grappling, using an item, all fine.
- Casting non-concentration spells. You can hold Pass Without Trace and still fire off Fire Bolt or Cure Wounds every round.
- Moving. Your speed is unaffected and movement never forces a save on its own.
The Concentration Save, Step by Step
- You take damage while concentrating on a spell.
- Compute the DC: half the damage taken (rounded down), minimum 10.
- Roll a Constitution saving throw against that DC.
- On a success, the spell continues. On a failure, it ends immediately.
| Damage taken | Half damage | Save DC |
|---|---|---|
| 1 to 20 | 10 or less | 10 |
| 22 | 11 | 11 |
| 30 | 15 | 15 |
| 50 | 25 | 25 |
2024 Rules: What Changed?
Very little in practice. The 2024 rules keep the same core mechanic: one concentration spell at a time, a Constitution save of DC 10 or half the damage (whichever is higher) when you take damage, and automatic loss when incapacitated or killed. The main difference is presentation: the 2024 glossary formalizes "Concentration" as a defined game term with cleaner Concentrate condition-style wording, so effects that break or require concentration reference one consistent entry. If you learned concentration under the 2014 rules, you already know the 2024 version.
Protecting Your Concentration
- War Caster feat: gives you advantage on Constitution saving throws made to maintain concentration.
- Resilient (Constitution) feat: adds your proficiency bonus to Constitution saves (and +1 Constitution), which scales as you level.
- Stack both on a high-Constitution build and mid-level casters rarely drop a spell to chip damage.
- Positioning matters: a concentrating caster who stays out of melee and behind cover simply makes fewer saves.
Duration and Ending Concentration
Concentration never extends a spell past its listed duration. "Concentration, up to 10 minutes" means the spell ends after 10 minutes even if your concentration is perfect. You can also end concentration voluntarily at any time, and doing so is free: no action, no reaction, not even on your turn required.
Iconic Concentration Spells
- Haste: huge buff, brutal downside if you lose it.
- Bless: the gold-standard low-level party buff.
- Hold Person: paralysis that lasts as long as you hold it.
- Wall of Force: battlefield control that only breaks if you do.
- Pass Without Trace: up to an hour of party-wide stealth, if nothing hits you.
Frequently Asked Questions
How does concentration work in 5e?
Spells with "Concentration" in their duration stay active only while you concentrate. You can hold one such spell at a time. Concentration lasts until the spell's duration ends, you cast another concentration spell, you end it voluntarily (free, no action), you fail a save after taking damage, or you are incapacitated or killed.
What is the DC for a concentration check in 5e?
The Constitution saving throw DC is 10 or half the damage you took, whichever is higher. Taking 22 damage means DC 11; taking 14 damage means DC 10.
What breaks concentration in 5e?
Casting another concentration spell, failing the Constitution save after taking damage, and being incapacitated or killed. The DM can also call for a DC 10 save for extreme environmental events like a wave crashing over you.
Can you cast other spells while concentrating in 5e?
Yes. Casting spells that do not require concentration has no effect on the spell you are maintaining. Only a second concentration spell ends the first.
Did concentration change in the 2024 rules?
The mechanic is the same: one spell at a time, DC 10 or half damage on the save, lost when incapacitated. The 2024 rules clarify the wording with a formal glossary entry, but table outcomes are unchanged.
Does moving break concentration in 5e?
No. Moving, attacking, and other normal activity never break concentration on their own. Only damage (failed save), a second concentration spell, incapacitation, death, or a DM-called environmental save can end it.