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Glossary

Abbreviations

Abbr. Full Term
AC Armor Class
C Concentration
CE Chaotic Evil
CG Chaotic Good
Cha. Charisma
CN Chaotic Neutral
Con. Constitution
CP Copper Piece(s)
CR Challenge Rating
DC Difficulty Class
Dex. Dexterity
DM Dungeon Master
EP Electrum Piece(s)
GP Gold Piece(s)
HP Hit Point(s)
Int. Intelligence
LE Lawful Evil
LG Lawful Good
LN Lawful Neutral
M Material component
N Neutral
NE Neutral Evil
NG Neutral Good
NPC Nonplayer Character
PP Platinum Piece(s)
R Ritual
S Somatic component
SP Silver Piece(s)
Str. Strength
V Verbal component
Wis. Wisdom
XP Experience Point(s)

Abilities

Ability Abbreviation
Strength Str
Dexterity Dex
Constitution Con
Intelligence Int
Wisdom Wis
Charisma Cha

Tests and Rolls

Term Description
Ability Check Test using an ability score
Saving Throw Resist an effect
Attack Roll Attempt to hit a target
Advantage Roll 2d20, take higher
Disadvantage Roll 2d20, take lower
Proficiency Bonus Bonus from proficiency
Difficulty Class (DC) Target number for checks
Armor Class (AC) Target number for attacks
Natural 20 Automatic success
Natural 1 Automatic failure
Critical Hit Extra damage on natural 20

Actions in Combat

Action Description
Attack Make an attack
Cast a Spell Cast a spell you know or have prepared
Dash Double movement
Disengage Avoid opportunity attacks
Dodge Impose disadvantage on attacks
Help Aid an ally
Hide Attempt to become hidden
Ready Prepare a reaction
Search Look for something
Use an Object Interact with an object

Combat

Term Description
Initiative Determines turn order
Surprise Caught off guard, lose first turn
Turn One creature's actions in a round
Round All creatures act once
Movement Travel during a turn
Speed Distance moved per turn
Melee Attack Close-range attack
Ranged Attack Long-range attack
Unarmed Strike Attack without weapons
Opportunity Attack Reaction attack when enemy leaves reach
Grapple Restrain a creature by grabbing it
Shove Push a creature prone or away
Two-Weapon Fighting Attack with off-hand weapon as bonus action
Half Cover +2 AC
Three-Quarters Cover +5 AC
Total Cover Cannot be targeted directly

Health and Damage

Term Description
Hit Points (HP) Measure of vitality
Hit Dice Dice used to regain HP
Temporary Hit Points Buffer that absorbs damage
Damage Reduces hit points
Healing Restores hit points
Death Saving Throw Save to avoid dying
Stabilize Stop a dying creature from making death saves
Resistance Half damage
Vulnerability Double damage
Immunity No damage
Instant Death Remaining damage equals or exceeds max HP
Massive Damage Optional rule for instant incapacitation

Damage Types

Type
Acid
Bludgeoning
Cold
Fire
Force
Lightning
Necrotic
Piercing
Poison
Psychic
Radiant
Slashing
Thunder

Conditions

Condition Effect
Blinded Cannot see
Charmed Cannot attack the charmer
Deafened Cannot hear
Exhaustion 6 cumulative levels of debuff
Frightened Disadvantage while source is visible
Grappled Speed 0
Incapacitated Cannot take actions
Invisible Cannot be seen
Paralyzed Incapacitated, auto-fail Str/Dex saves
Petrified Turned to stone
Poisoned Disadvantage on attacks and checks
Prone On the ground
Restrained Speed 0, disadvantage on attacks
Stunned Incapacitated, auto-fail Str/Dex saves
Unconscious Incapacitated, unaware

Magic

Term Description
Spell Magical effect
Cantrip Level 0 spell
Spell Slot Resource to cast spells
Spell Level Power tier of a spell
Spellcasting Ability to cast spells
Spellcasting Focus Object that replaces material components
Concentration Maintaining a spell
Ritual Cast without a spell slot (takes 10 extra minutes)
Verbal (V) Spoken component
Somatic (S) Gestural component
Material (M) Physical component
Casting Time Time to cast
Range Distance of effect
Duration How long it lasts
Area of Effect Zone affected by a spell
Cone Area shape
Cube Area shape
Cylinder Area shape
Line Area shape
Sphere Area shape

Schools of Magic

School
Abjuration
Conjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation

Classes

Class
Barbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Sorcerer
Warlock
Wizard

Races

Race
Dwarf
Elf
Halfling
Human
Dragonborn
Gnome
Half-Elf
Half-Orc
Tiefling

Creature Types

Type
Aberration
Beast
Celestial
Construct
Dragon
Elemental
Fey
Fiend
Giant
Humanoid
Monstrosity
Ooze
Plant
Undead

Sizes

Size Space
Tiny 2.5 x 2.5 ft.
Small 5 x 5 ft.
Medium 5 x 5 ft.
Large 10 x 10 ft.
Huge 15 x 15 ft.
Gargantuan 20 x 20 ft.+

Senses

Sense
Blindsight
Darkvision
Tremorsense
Truesight

Speeds

Speed Type
Walking
Burrow
Climb
Fly
Swim

Light and Vision

Term Description
Bright Light Normal visibility
Dim Light Lightly obscured
Darkness Heavily obscured
Lightly Obscured Disadvantage on Perception checks
Heavily Obscured Effectively blinded

Terrain

Term Description
Difficult Terrain Costs double movement

Weapon Properties

Property Description
Ammunition Requires ammo to fire
Finesse Use Str or Dex
Heavy Small creatures have disadvantage
Light Suitable for two-weapon fighting
Loading One attack per action regardless of extra attacks
Range Normal and long range
Reach Extra 5 ft. melee range
Special See weapon description
Thrown Can be thrown for ranged attack
Two-Handed Requires two hands
Versatile One or two hands

Skills

Skill Ability
Acrobatics Dexterity
Animal Handling Wisdom
Arcana Intelligence
Athletics Strength
Deception Charisma
History Intelligence
Insight Wisdom
Intimidation Charisma
Investigation Intelligence
Medicine Wisdom
Nature Intelligence
Perception Wisdom
Performance Charisma
Persuasion Charisma
Religion Intelligence
Sleight of Hand Dexterity
Stealth Dexterity
Survival Wisdom

Alignment

Alignment
Lawful Good
Neutral Good
Chaotic Good
Lawful Neutral
Neutral
Chaotic Neutral
Lawful Evil
Neutral Evil
Chaotic Evil

Magic Item Rarity

Rarity
Common
Uncommon
Rare
Very Rare
Legendary
Artifact

Monster Terms

Term Description
Challenge Rating (CR) Measure of threat
Legendary Actions Extra actions at end of other turns
Legendary Resistance Auto-succeed a failed save
Lair Actions Special actions in a lair
Regional Effects Environmental effects around a lair
Multiattack Multiple attacks in one action

Game Terms

Term Description
Adventure A story arc
Campaign Series of adventures
Encounter A scene or challenge
Player Character (PC) A player's character
Nonplayer Character (NPC) DM-controlled character
Dungeon Master (DM) The game referee
Short Rest 1 hour of downtime
Long Rest 8 hours of downtime
Level Measure of character power
Experience Points (XP) Progress toward next level
Multiclassing Taking levels in multiple classes
Feat Optional special ability
Background Character's history before adventuring