Concentration 5e

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:

  • Casting another spell that requires concentration. You lose concentration on a spell if you cast another spell that requires concentration. You can’t concentrate on two spells at once.

  • Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage.

  • Being incapacitated or killed. You lose concentration on a spell if you are incapacitated or if you die.

The DM 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.

Player’s Handbook, pg. 203-4

Concentration 5e

Concentration is a limiting mechanic in DnD 5e that’s meant to balance powerful spells. We’ll be going over exactly how it works, common questions regarding concentration’s rules, as well as the many ways to break and protect concentration.

One word on terminology: I’ll be using the colloquial “concentration check” to refer to “the Constitution saving throw to maintain concentration”, cause y’know, it’s shorter.

Hold up! Are you just here for the basic rules of concentration? Skip to our beginner’s section below to get a no-nonsense description of how concentration works in 5e.

How Does Concentration Work in 5e?

Concentration is the persistent and continuous focus that a character maintains in order to sustain a magical effect. Imagine the Patronus Charm from Harry Potter; the moment a Wizard fails to focus on their happy memory, the charm vanishes.

Here’s what requires concentration: about half of DnD 5e’s spells, a few class/subclass features, casting a spell with a casting time of longer than 1 action or 1 reaction, and readying any spell.

A player only has one “concentration slot” at a time — regardless of what they’re trying to do, they can only concentrate on one effect at a time. In other words, a player can’t concentrate on a class feature and spell at the same time, or ready a spell while concentrating on another spell.

Concentration can be lost by a player trying to cast another concentration spell, using a feature that requires concentration, casting any spell with a casting time of greater than 1 action/reaction, or readying a spell.

Concentration can be broken by taking damage, becoming incapacitated, or suffering from environmental phenomena. Oh, and dying of course.

That’s all simple enough — now for the nitty-gritty of each of these seemingly simple rules.

spellcaster dnd minis with familiars

What Requires Concentration in 5e?

The following things require your concentration in the fifth edition of Dungeons and Dragons:

  1. Spells. 218 spells in DnD 5e require concentration; thats 46% of the spells in the game.

    If a spell requires concentration to maintain, it will say so in the “Duration” item of the spell description. Concentration spells Duration’s will always read “Concentration, up to…” followed by the maximum duration of the spell.

  2. Readying a spell. When you use the Ready action to prepare a spell, you must concentrate on that spell, regardless of whether or not it is a concentration spell (PHB 192).

    Losing concentration on a readied spell causes it to dissipate without doing anything and you lose the spell slot. The moment you ready a spell, you lose concentration on a current spell or effect that requires concentration (i.e., you cannot simultaneously concentrate on a spell and ready a spell).

    Example: You cast Fly on yourself, which requires concentration. You fly up 30 feet, and, behold! you see the cave entrance you were looking for. You decide to Ready a Fireball for the moment the Orc Warlord pops out. Woops — you just lost Fly and fell 30 feet out of the air. Pay attention to your concentration next time! (You’ll also need to roll to maintain concentration on the readied Fireball from whatever fall damage you take).
  3. Any spell with a casting time longer than a single action or reaction. Casting a spell with a longer casting time requires your concentration (PHB 202). This includes ritual spells, even if they don’t normally require concentration.

    However, unlike Readying a spell, if your concentration is broken while in the act of casting a spell, you do not lose the spell slot.

  4. Features. 6 subclass features and 2 class features require concentration. They’re a rarity, and they’ll come with this sort of phrase: “(as if you were concentrating on a spell)” or “(as if you were casting a concentration spell).”

    Don’t let this “as if” throw you off — these features require concentration.

Remember: You cannot do two of any of the above things at the same time because they all require concentration. If you attempt to do a second thing that requires concentration, you will immediately lose concentration on the first thing you were doing.

Ways to Lose Concentration in 5e

Here are all of the ways to lose concentration in DnD 5e:

  1. Casting another concentration spell. It is not possible to concentrate on two spells at the same time. If you begin casting another spell or using a feature that requires concentration, your concentration on the first spell or feature is instantly broken.

  2. Taking damage. When a spellcaster who is concentrating on a spell takes damage, they must make a Constitution saving throw to maintain concentration. The difficulty class (DC) of that the spellcaster needs to be 10 or half of the damage taken, whichever is higher.

    Remember: Round down whenever you end up with a fraction (PHB 7). For example, taking 21 damage is still a DC 10 Constitution saving throw to maintain concentration; 22 damage brings it up to 11.

    Every single instance of damage requires a “concentration check” (colloquial term). So if a player takes three missiles from Magic Missile or multiple Eldritch Blast beams, they must make a separate concentration check for each hit.

  3. Becoming incapacitated. A few spells directly cause the incapacitated effect: Banishing Smite, Banishment, Feign Death, Hypnotic Pattern, Tasha’s Hideous Laughter, and Symbol. Some conditions also cause the incapacitated condition:

    If a player is affected by any of these conditions, they are incapacitated and lose concentration:

    • Paralyzed

    • Petrified

    • Stunned

    • Unconscious (includes being asleep; DMG 248)

  4. Environmental factors. A DM is free to decide that certain environmental factors force a concentration check. It’s sorta a common sense thing — whenever something would realistically cause a character to possibly lose their focus, they make a concentration check.

    Common examples are a big wave crashing into the caster, an earthquake (or quake-like effect), a strong gust of wind, moving along a slippery surface and falling, etc.

    The rules only explicitly give a DC 10 check for any and all environmental conditions, but DMs are definitely free to play with the number for higher-level players and/or more/less distracting environmental effects.

    Some spells even cause environmental factors and explicitly mention interactions with concentration, like Sleet Storm and Storm of Vengeance.

  5. Dying. Hard to concentrate when yer ded.

Barbarian’s Rage effect also ends concentration on current spells and prevents casting a new spell.

Remember: If the thing isn’t listed above, it doesn’t break concentration. Many of the rules we’ll be covering in the rules section below are reiterations of this simple fact.

Ways to Break an Enemy’s Concentration in 5e

We’ve covered all the ways to lose concentration. But what about players who want ways to actively break their foes’ concentration on spells? Luckily, 5e has some options for such players:

  • The Mage Slayer feat. With this feat, every time a player damages a caster who’s concentrating on spell, they have disadvantage on their Constitution saving throw to maintain concentration.

  • Bestow Curse or Bane. Bestow Curse causes a target to have diadvantage on ability checks and saving throws for one ability score. Choose Constitution and you’re in business.

    Bane reduces all of an enemy’s saving throws by 1d4.

  • Multi-damage abilities. All three of the above options pair remarkably well with multi-damage abilities and/or attacks. Folks with Extra Attack, two-weapon fighting, and spells like Magic Missile and Scorching Ray will force multiple concentration checks for each instance of damage.

    Even spells like Hex can make for some serious concentration check hassle.

  • Some spells. Some spells have direction interactions with concentration, beyond dealing plain ol’ damage:

    • Sleet Storm. 3rd-level Conjuration spell that forces concentration checks (DC is spell save DC of caster) for any caster in the area who’s currently concentrating on a spell.

    • Earthquake. 8th-level Evocation spell that forces concentration checks (DC is spell save DC of caster) for any caster in the area who’s currently concentrating on a spell.

    • Storm of Vengeance. 9th-level Conjuration spell that forces regular environmental factor concentration checks (DC 10) from rounds 5-10 of being conjured.

  • Divination Wizard feature: Portent. A Divination Wizard’s Portent rolls (2d20 rolls made at the start of each day) can be used to replace any friend or foes’ saving throw; including Constitution saving throws to maintain concentration.

    With a low Portent roll, you can guarantee an easily-broken concentration spell.

Beyond that, just deal big damage as often as possible, and concentration is bound to break eventually. Cause, y’know, you’ll kill ’em.

dwarf cleric spellcaster dnd mini with copper dragon

Concentration 5e Rules

  • Casting a spell that doesn’t require concentration doesn’t break concentration. Only casting a spell that require concentration breaks concentration. Casting a non-concentration spell while concentrating on a different spell is A-okay. Here’s Sage Advice confirmation.

  • A caster can end concentration on a spell at any time. Not just on their turn. As the Player’s Handbook and JC point out, “You can end concentration at any time (no action required) (PHB 203).

  • Concentration ends immediately upon casting a new spell that requires concentration. Regardless of whether the newly-cast spell succeeds or fails. This has been confirmed by the Sage Advice Compendium, a Sage Advice thread, and as one of the “Ten Rules to Remember” in the intros to Xanathar’s Guide to Everyting and Tasha’s Cauldron of everything. (SAC 14, TCoE 5).

  • You make a Consitution saving throw for each instance of damage. Even if a single spell, like Magic Missiles, deals damage multiple times. Here’s Sage Advice confirmation that this is the correct reading of the rules on page 203 of the PHB.

  • Temporary hit points don’t reduce the DC of Constitution saving throws from taking damage. You make a concentration check whenever you take damage, regardless of whether that damage is taken by your temporary hit point pool or your regular hit point pool.

    Every bit of that damage counts the same when it comes to setting the DC for your concentration check. In other words, if you have 10 temporary hit points and take 40 damage, the DC for the concentration check is 20. If you had 0 temporary hit points, the DC for the concentration check would still be 20.

    Jeremy Crawford confirmed that temporary hit points don’t have any affect on concentration check DCs and it later found it’s way into the Sage Advice Compendium (SAC 16).

  • If an attack deals 0 damage, it doesn’t force a concentration Constitution saving throw. While this has never been outright confirmed by a developer with regard to concentration checks, there is a Sage Advice thread where JC confirms that “taking 0 damage is the same as taking no damage.”

    I.e., just because an attack lands, it doesn’t necessarily mean a concentration check is forced. The caster needs to actually take damage.

  • A caster doesn’t need to maintain line of sight or stay within a spell’s range to maintain concentration. The Sage Advice Compendium confirmed that “you don’t need to be within line of sight or within range to maintain concentration on a spell, unless a spell’s description or other game feature says otherwise” (SAC 16).

  • Players can concentrate during a short rest. Mike Mearls confirmed that “as long as you don’t sleep,” you can maintain concentration on a spell during a short rest. Rejoice Hexing Warlocks and Hunter Marking Rangers!

  • Elves can concentrate while in a trance. But wait, there’s more! If you’re an Elf with the Trance feature, you can even maintain concentration during your long rests. The rest of the sucker races need to sleep, which, sadly…

  • Sleep breaks concentration. Because sleep, both the magical and nonmagical variety, causes the “unconscious” condition (DMG 248), which comes with the incapacitated condition, which breaks concentration. Or, y’know, common sense; can’t concentrate and snooze at the same time.

  • Casting a spell with a casting time longer than 1 action always require concentration, including rituals. The Player’s Handbook section on “Longer Casting Times” in Chapter 10 clearly lays out that any spell that requires more than a single action or reaction requires concentration (PHB 202).

    However, as the Sage Advice Compendium points out, once you’ve finished casting a spell with a longer duration or a ritual spell, “the spell requires concentration only if its duration entry says it does” (SAC 15).

  • Fun fact: There are only five concentration spells in the game with the ritual tag: Beast Sense, Detect Magic, Detect Poison and Disease, Silence, and Skywrite.
  • Any feature that requires concentration requires the same “concentration slot” that spells require. A player can’t concentrate on a feature (like Invoke Duplicity) and a concentration spell at the same time. Note that bonuses to concentration checks, like War Caster, also apply to these features.

    So don’t be fooled by the phrase “as if you were concentrating on a spell” (or something like that) in a feature’s description. Sage Advice has confirmed that features and spells that require concentration require the same “concentration slot.”

  • Magic items that require concentration require the same “concentration slot” that spells require. The Dungeon Master’s Guide confirms this (DMG 141), as does Sage Advice.

  • Concentration is maintained across dimensions. Changing dimensions has no effect on the maintenance of a spellcaster’s concentration. Concentrating across planar boundaries — groovy.

  • A potion that duplicates a spell requires concentration unless its description says that it doesn’t. The rule is to assume that any magic item that cause spells that require concentration, including potions, also requires concentration.(SAC 22) UNLESS the potion explicitly states otherwise (which many potions do).

    If a potion causes a spell effect that doesn’t normally require concentration, then it doesn’t require concentration.

  • A concentration check that ties the DC results in maintained concentration. Just like attack rolls need to meet or exceed the AC of the target, saving throws need to meet or exceed the DC of whatever forced the saving throw. As a result, ties go to the the person rolling the dice in both instances.

    As the PHB puts it with regards to ability checks, “if the total equals or exceeds the DC, the ability check is a success” (PHB 174), and with regards to attack rolls, “if the total of the roll plus modifiers equals or exceeds the target’s AC, the attack hits” (PHB 194).

    While there’s no explicit mention of ties on saving throws, these precedents suggest that ties go to the roller who’s trying to match the target number. Or, a different way of thinking of it, the “difficulty class” sets the minimum threshold for success, like a passing grade for a class.

  • If a Sorcerer’s Wild Surge effect normally requires concentration, it doesn’t in this instance. As the Player’s Handbook Errata corrected and current editions of the PHB point out, any Wild Magic Surge effect that “normally requires concentration….doesn’t require concentration in this case” (PHB Errata 1, PHB 103).

  • Druids who use Wild Shape can maintain concentration on a spell they cast pre-transformation. While a Druid is in beast form from their Wild Shape feature, they cannot cast spells. However, they can maintain concentration on a spell they cast before transforming into a beast (PHB 67).

    They can also use actions involved with a spell that they’re concentrating on, such as calling down some lightning bolts with Call Lightning — while they’re a kitty or whatever.

  • Abjuration Wizards’ Arcane Ward prevents concentration checks while it is able to absorb 100% of an attack’s damage. Abjuration Wizards get a feature called Arcane Ward that takes damage before the Wizard takes damage.

    Semantics are important; the fact that the Arcane Ward literally takes damage (unlike temporary hit points, which are just a buff on top of your normal hit points) means that you don’t take damage. If you don’t take damage, you don’t make a concentration check.

    Here’s Sage Advice confirmation (kinda).

Ways to Improve Concentration Checks in 5e

If you’re looking to improve your concentration checks in DnD 5e, you have a few options:

  • The War Caster feat. The most popular and potent feat for the job, War Caster gives a player advantage on all concentration checks made when the caster takes damage. This straightforward buff is great as is, and the feat comes with other great perks as well, making it a favorite of spellcasters (especially those who like to be in the thick of things).

  • The Resilient feat. The Resilient feat is a straightforward +1 Ability Score Increase and proficiency in saving throws for that same ability. Choosing Constitution in the mid-later levels is a popular choice for spell casters who are sick and tired of having their concentration popped by unlucky rolls.

  • The Lucky feat. The Lucky feat is good for just about everything, concentration included. The ability to reroll any saving throw essentially gives you advantage on between 0-3 concentration checks each day, depending on how else you use the feat.

  • Spells. A few spells can make it easier to pass concentration checks:

    • Bless. Bless gives affected creatures +1d4 to any attack roll or saving throw they make for up to 1 minute. This includes Constitution saving throws, and therefore includes concentration checks.

    • Resistance. Resistance is an Abjuration cantrip that gives the target +1d4 to a saving throw of its choice. Again, this can be used for concentration checks.

    • Warding Bond. Warding Bond gives the target a +1 bonus to AC and saving throws. Every little helps.

    • Gaseous Form. While the target of Gaseous Form can’t cast spells, they can maintain concentration on spells they’ve already cast. And since Gaseous Form gives advantage to Constitution saving throws, that target will have an easier time maintaining concentration.

    • Holy Aura. 8th-level spell that gives advantage on all saving throws for a minute to allies within 30 feet.

    • Foresight. 9th-level spell that gives advantage on all saving throws for a day.

  • Eldritch Mind (Warlock Eldritch Invocation). A no-nonsense invocation that gives advantage on all concentration saves.

  • The Eldritch Adept feat. Allows any class to pick up a Warlock invocation — including Eldritch Mind, described above.

  • Be a Sorcerer or Artificer. These spellcasters are naturally proficient in Constitution saving throws, so will have an easier time passing concentration checks. Note that you can’t multiclass and dip into one of these classes for saving throw proficiencies — that’s not how multiclassing works, or everyone would do it.

  • Divination Wizard’s Portent feature. Just as Portent can be great for breaking concentration, so can it be used to protect concentration. If one of your portent rolls is high, you can save it for a moment when you really need to protect your concentration on a spell.

  • Boost your Constitution. Last but not least, the boring, high-effort, low-reward way to get better at concentration checks. Boosting your Constitution is never a terrible idea, and the small bonus to your concentration checks is a nice part of that.

dnd spellcaster minis

DM Tips for Concentration 5e

For new DMs looking to wrap their heads around concentration and make sure it’s run in a fun and consistent way at their table, keep these tips in mind:

  • Jot down common concentration spells that your players use. There’s a lot to keep track of during a DnD game. Spells are often one of the most annoying.

    But once you know what sort of characters your players are running and start to get a feel for their “bread-and-butter” spells, take note of which ones require concentration. For example, if you’ve got a Wizard who’s keen on casting Invisibility and Fly all the time, be sure to warn them that they won’t be able to use the two spell effects together.

    After that, though, it’s ultimately on you to keep track of this. It’s also not the end of the world to mess this up — it just might create unrealistic expectations of a character’s power level once someone catches on, which might result in a bit of disappointment.

  • Have magic-savvy baddies mess with players’ concentration. Don’t metagame too hard and really lay into a concentrating spellcaster if it doesn’t ultimately make sense in the situation.

    But if you’re running a bad guy who knows a thing or two about magic, then it makes sense they’d recognize a spellcaster who’s concentrating on a spell. I mean, Hermione does it as a 12-year-old, after all.

    So maybe that Drow Mage throws a few Magic Missiles at the player who’s concentrating on Haste, putting a real wrench in everyone’s plans when their concentration is broken.

  • Play with Environmental effect DCs. While the rules give a DC 10 concentration check as the baseline for all environmental factors, it doesn’t make much sense for this to be a static number. After all, some things are more distracting than others.

    The DC 10 example they give is a wave crashing over the caster, so you can use that as a good starting point. Maybe gale force winds, hailstones the size of golf balls, AND a wave crashing over the caster force a DC 20 concentration check. And on the other end of the spectrum, maybe a street scamp who relies on tickling as a mode of defense/attack forces a DC 6 or 7 concentration check.

  • Protect your baddies’ concentration. Just as it’s important to mess with players’ concentration on spells, it’s equally vital to protect your own characters’ concentration.

    Maybe you let new players or low-level characters easily get in to break an evil necromancer’s concentration to help them learn mechanics. But as they get better, start applying tactics (which, by the way, also teaches players similar tactics) to protect casters’ concentration.

    For example, put minions between players and the concentrating caster, get out of players’ line of sight once you’ve cast your impactful concentration spell, or use spells like Bless or Resistance.

Class and Subclass Features That Protect Concentration in 5e

Class and subclass features that protect concentration in 5e:

  • Bard. Bardic Inspiration: Bardic Inspiration die can be used for saving throws, including concentration checks.

  • Wizard (School of Abjuration). Arcane Ward: While Arcane Ward is active and absorbing damage, it can protect the caster from being forced to make concentration checks from damage.

    If any damage gets through the Arcane Ward, even if it only affects the caster’s temporary hit points, a concentration check is still forced.

  • Wizard (School of Conjuration). Focused Concentration: Concentration on Conjuration spells can’t be broken from taking damage.

  • Wizard (School of Transmutation). Transmuter’s Stone: Can grant proficiency in Constitution saving throws (including concentration cehcks) to whoever holds it.

  • Paladin. Aura of Protection: Allies within 10 feet get +X on saving throws, where X is the Paladin’s Charisma modifier. Increases to 30 feet at level 18.

  • Xanathar’s Guide to Everything

  • Wizard (War Magic). Durable Magic: +2 AC and saving throws while contrating on a spell. (XGtE)

  • Tasha’s Cauldron of Everything

  • Artificer. Mind Sharpener: Allows the wearer to automatically pass a failed concentration check; 4 charges per day, regains 1d4 charges daily. (Artificer Infusion)

  • Artificer. Soul of Artifice: +1 to all saving throws (including concentration checks) for each magic item the Artificer is attuned to.

  • Druid (Circle of Stars). Starry Form — Dragon: Can treat concentration check rolls of 9 or lower as a 10 instead.

  • Warlock. Eldritch Mind: Gives advantage on concentration checks. (Eldritch Invocation)

  • Wizard (Bladesinging). Bladesong: Allows caster to add their Intelligence modifier to their concentration checks while Bladesong is active.

Class and Subclass Features That Require Concentration in 5e

    Player’s Handbook

  • Cleric (Knowledge Domain). Visions of the Past

  • Cleric (Trickster Domain). Channel Divinity: Invoke Duplicity

  • Sorcerer (Draconic Bloodline). Draconic Presence

  • Warlock (The Archfey). Dark Delirium

  • Wizard (School of Transmutation). Minor Alchemy

  • Xanathar’s Guide to Everything

  • Bard (College of Glamor). Mantle of Majesty

  • Warlock. Ghostly Gaze (Eldritch Invocation)

  • Tasha’s Cauldron of Everything

  • Ranger. Favored Foe.

Magic Items That Interact With Concentration in 5e

Any magic item that casts a concentration spell, like the Helm of Telepathy or Staff of Fire (when used to cast Wall of Fire), requires concentration unless the item’s description explicitly says otherwise.

Here are some items that help protect concentration:

  • Amulet of Health. Automatically sets player’s Constitution to 19 (+4 modifier).

  • Belt of Dwarvenkind. +2 Constitution (+1 modifier)

  • Candle of Invocation. Advantage on saving throws while within 30 feet, if creature alignment matches the candle.

  • Cloak of Protection. +1 to saving throws.

  • Luck Blade. Reroll 1 saving throw per day.

  • Manual of Bodily Health. Permanent +2 Constituion and +2 Constitution maximum socre after studying for 48 hours over 6 days or less.

  • Ioun Stone (Fortitude). +2 Constitution.

  • Astromancy Archive (TCoE). May add 1d4 to a saving throw. Three charges each day.

  • Luba’s Tarokka of Souls (TCoE). Automatically succeed on concentration checks for Divination spells.

And here are the magic items that don’t require concentration, despite effectively casting a concentration spell:

  • Potion of Dimunition

  • Potion of Gaseous Form

  • Potion of Growth

  • Potion of Heroism

  • Potion of Speed

  • Blackrazor (Haste)

  • Feywild Shard (Wild Magic Surge) (TCoE)

Concentration 5e for Beginners

Here’s everything you need to know about concentration as a first-time DnD 5e player or dungeon master:

  • Some spells require concentration. If a spell, requires concentration, it’s “Duration” will read “Concentration, up to…” About half of the spells in 5e require concentration. A few class and subclass features also require concentration — the same concentration as spells.

  • You can only concentrate on one thing at a time. If you’re concentrating on a spell and cast another spell that requires concentration, your concentration on the first spell is immediately broken, regardless of the success of the newly-cast spell.

    However, you’re still free to cast non-concentration spells while concentrating on a different spell. It won’t break your concentration!

  • You can end your concentration on a spell at any time. Not just your on your turn.

  • Becoming incapacitated or killed breaks concntration immediately. Note that “incapacitated” also includes the paralyzed, stunned, petrified, and unconscious conditions (including sleep, magical or nonmagical).

  • Taking damage forces a “concentration check.” A concentration check is a Constitution saving throw with a difficulty class (DC) of 10 or half of the damage taken (round down). So if you take 24 or 25 damage, the DC will be 12.

    To make a Constitution saving throw, roll a d20 and add your Consitution saving throw modifier. If the result is equal to or higher than the DC, your concentration is successfully maintained on the spell.

  • Make a “concentration check” for every source of damage. So if you take multiple hits in one round or even from one creature, you’ll be rolling each time you take damage.

  • You can concentrate over a short rest. As long as you don’t sleep.

  • You can maintain concentration on a spell out of range and/or line of sight. Once the spell is cast, it lasts as long as your concentration does or up the spell’s maximum duration. (Some spells or features may require you to stay in range and/or maintain line of sight for certain effects.)

  • The DM can decide that environmental phenomena force a “concentration check.” Stuff like waves crashing into you.

That’s it!

Just remember: Casting another concentration spell or suffering from the incapacitated condition will instantly break your concentration. Taking damage or suffering from an environmental factor forces a Constitution saving throw that may result in you losing concentration.