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 |