Concentration 5e rules

The rules text from Casting a Spell in the SRD 5.1 (the 2014 rules), with the rules around it and the 2024 (SRD 5.2) text that goes with it.

Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.

If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required).

Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:

The GM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell.

Constitution save DC by damage

The DC is 10 or half the damage taken, whichever is higher:

Damage takenSave DC
1–2110
22–2311
24–2512
26–2713
28–2914
30–3115
32–3316
34–3517
36–3718
38–3919
40–4120
42–4321
44–4522
46–4723
48–4924
50–5125
52–5326
54–5527
56–5728
58–5929
60–6130

In the 2024 rules

The 2024 Incapacitated condition breaks Concentration as one of its effects (SRD 5.2): “Your Concentration is broken.”

SRD spells that need concentration (126)

Cantrips

1st level

2nd level

3rd level

4th level

5th level

6th level

7th level

8th level

9th level

How concentration works

Some spells last only as long as you concentrate on them: it says “Concentration” in the duration. You can concentrate on only one spell at a time, so casting a second concentration spell ends the first. You can drop concentration whenever you like, with no action needed.

Moving, attacking and casting spells that don’t need concentration don’t interfere. Three things break it: casting another concentration spell, being incapacitated or killed, and failing a Constitution saving throw after taking damage. The DC is 10 or half the damage you took, whichever is higher, so 22 damage means DC 11, and 30 means DC 15. Each source of damage is a separate save.

The DM can also call for a DC 10 Constitution save for something like a wave crashing over you on a ship’s deck.

Keeping concentration up

What changed in 2024

The 2024 rules keep the same core: one concentration spell at a time, and a Constitution save against DC 10 or half the damage taken, whichever is higher. The DC is now capped at 30, and the Incapacitated condition says outright that it breaks your concentration. Many spells changed whether they need concentration, so check each spell’s 2024 text.

Common questions

What is the DC to keep concentration?

10 or half the damage you took, whichever is higher. Anything up to 21 damage is DC 10; 30 damage is DC 15; 50 is DC 25.

Can I concentrate on two spells at once?

No. Casting a second concentration spell ends the first as soon as you cast it.

Does casting a spell without concentration break concentration?

No. You can hold Bless and cast Fireball or Spiritual Weapon freely. Only another concentration spell ends it.

Do I make a separate save for every hit?

Yes: each source of damage is a separate save. Each dart of Magic Missile deals its own damage, so most tables call for one DC 10 save per dart.

Do I lose concentration if I’m knocked unconscious?

Yes. Unconscious creatures are incapacitated, and being incapacitated ends concentration. So does being stunned or paralyzed.

Do I still roll if temporary hit points absorb the damage?

Yes. You still took the damage, the temporary hit points just soaked it, so you make the save.

Concentration compared with related rules

RuleHow it compares
IncapacitatedEnds concentration outright, no save. Stunned, paralyzed and unconscious creatures are all incapacitated.
Spiritual WeaponUnder the 2014 rules it doesn’t need concentration, so it pairs with anything you’re holding. The 2024 version does.
HasteThe riskiest spell to lose: when it ends, the target can’t move or act until after its next turn.
BlessA d4 on saves, including concentration saves, but holding it takes your own concentration.
Dispel MagicThe other way an enemy ends your spell: it doesn’t need to break your concentration at all.

Related rules