5e Concentration checks — enter damage taken, get your DC and success odds instantly
| Damage Taken | Concentration DC | Need to Roll (CON +0) | Need to Roll (CON +3) |
|---|---|---|---|
| 1 – 10 | 10 | 10+ (55% success) | 7+ (70% success) |
| 11 – 12 | 6 (DC 10) | 10+ (55% success) | 7+ (70% success) |
| 13 – 14 | 7 | 7+ (70% success) | 4+ (85% success) |
| 15 – 16 | 8 | 8+ (65% success) | 5+ (80% success) |
| 17 – 18 | 9 | 9+ (60% success) | 6+ (75% success) |
| 19 – 20 | 10 | 10+ (55% success) | 7+ (70% success) |
| 21 – 22 | 11 | 11+ (50% success) | 8+ (65% success) |
| 23 – 24 | 12 | 12+ (45% success) | 9+ (60% success) |
| 25 – 30 | 13–15 | 13-15+ (40–30%) | 10-12+ (55–45%) |
| 31 – 40 | 16–20 | 16-20+ (25–5%) | 13-17+ (40–20%) |
| 41 – 50 | 21–25 | Needs nat 20 or more | 18-22+ (15–5% range) |
| 51+ | 26+ | Virtually impossible | Needs high modifier |
| CON Score | CON Modifier | DC 10 Success % | DC 15 Success % |
|---|---|---|---|
| 8 | −1 | 50% | 25% |
| 10 | +0 | 55% | 30% |
| 12 | +1 | 60% | 35% |
| 14 | +2 | 65% | 40% |
| 16 | +3 | 70% | 45% |
| 18 | +4 | 75% | 50% |
| 20 | +5 | 80% | 55% |
| 22 | +6 | 85% | 60% |
| Condition | Effective Bonus | DC 10 Boost | DC 15 Boost |
|---|---|---|---|
| Normal Roll | +0 | Baseline | Baseline |
| Advantage (War Caster) | ~+3.3 to +5 | +15–25% | +15–25% |
| Disadvantage | −3.3 to −5 | −15–25% | −15–25% |
| Resilient (Con) | +Prof Bonus | +Prof x5% | +Prof x5% |
| Aura of Protection | +CHA Mod | +CHA x5% | +CHA x5% |
| Adv + Resilient | ~+6–9 | Very high | Very high |
| Spell | Level | Class | Max Duration |
|---|---|---|---|
| Hold Person | 2nd | Wizard, Cleric, Druid | 1 minute |
| Fly | 3rd | Wizard, Sorcerer | 10 minutes |
| Hypnotic Pattern | 3rd | Wizard, Bard | 1 minute |
| Wall of Fire | 4th | Druid, Wizard | 1 minute |
| Polymorph | 4th | Wizard, Druid, Bard | 1 hour |
| Banishment | 4th | Cleric, Paladin | 1 minute |
| Animate Objects | 5th | Wizard, Bard | 1 minute |
| Blade Barrier | 6th | Cleric | 10 minutes |
| Reverse Gravity | 7th | Druid, Wizard | 1 minute |
| Maze | 8th | Wizard | 10 minutes |
Concentration checks is used to determine whether a spell continues or if that spell ends as a result of damage being done to the creature that is casting the spell. If the creature that is casting the spell take damage, and if it fails a Constitution saving throw, then the spell ends. The difficulty class for the concentration check is set to be equal to half of the damage that the creature casting the spell took; however, the difficulty class for this check will never be lower than a difficulty class of ten.
This minimum difficulty class are important in that small amount of damage can result in the breaking of a character’s spell that is using concentration; thus, a low modifier on the Constitution score will cause characters to lose there spells easily to damage. In order to perform a concentration check, there is several different mathematical elements that must be considered. The Constitution score of the creature casting the spell will provide a modifier that the creature can apply to each check that are made by the creature.
Additionally, feats and class features can also be used to provide more additional modifiers to the concentration checks that the character makes. For instance, many players provide feats like War Caster and Resilient to enhance the characters concentration checks. For instance, the War Caster feat provide an advantage on concentration checks, while the Resilient feat provides a bonus to the Constitution saving throw that the character makes.
Each of these feats provide benefits to the character, but their effectiveness can change based off the level of the character and the difficulty of the concentration check. In addition to the feats that the player purchases, the damage that is distributed to the character that is casting a spell can also have an impact upon whether or not it will result in a concentration spell breaking. For instance, one hit of 40 damage will result in a single concentration spell with a high difficulty class to be rolled by the caster; however, four hits of 10 damage will result in four separate concentration spells of a lower difficulty.
Thus, while many players may believe that high amounts of damage in a single hit is the greatest threat to the concentration check of a caster, repeated damage of a small amount to a character will also result in it’s spells ending. A calculator can be used to determine the outcome of both of these scenarios. In addition to the damage that is directed at a character that is casting a spell, the other characters in the party can have an impact upon the concentration check of a character.
For instance, a paladin may provide an Aura of Protection to an enemy character that is standing close to that paladin. This aura can provide a bonus to the character’s saving throws. Thus, the character has an increased chance of succeeding in a concentration check.
Furthermore, many of the spells that is strong and beneficial to the party require concentration to be effective. Therefore, if that concentration check fails, the balance of the battlefield changes, which may have an impact upon the entire group of players. Thus, other characters in the party also have responsibilities towards the maintenance of the concentration of one of its members.
Mathematical calculations can be made during the creation of a character to assist the players in making their decisions about their characters. For instance, if a player is not sure whether it is better to increase the Constitution score of their character or to purchase feats like War Caster or Resilient, they can use a calculator to determine what the outcome of each choice would be. Thus, the player could avoid having to remember these calculations during play with the game.
Additionally, as mentioned above, concentration spells last for a limited time. Thus, if a spell is to be active for a longer time than a few rounds of combat, then concentration checks become more important to the character. Spells that last for only a few rounds of combat can use only the average modifier of the player’s Constitution score; however, spells that are to last for longer periods will require higher modifiers to ensure that the character will not lose its concentration.
Thus, the math behind concentration spells allow the player to determine if the character will be able to maintain its spell for the entire combat.
