Rules Glossary: Difference between revisions
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ability scores, an object can’t make ability checks, | ability scores, an object can’t make ability checks, | ||
and it fails all saving throws. | and it fails all saving throws. | ||
===Bright Light=== | |||
Bright Light is normal illumination. See also “Playing | |||
the Game” (“Exploration”). | |||
===Burning (Hazard)=== | |||
A burning creature or object takes 1d4 Fire damage | |||
at the start of each of its turns. As an action, you | |||
can extinguish fire on yourself by giving yourself | |||
the Prone condition and rolling on the ground. | |||
The fire also goes out if it is doused, submerged, or | |||
suffocated. | |||
===Burrow Speed=== | |||
A creature that has a Burrow Speed can use that | |||
speed to move through sand, earth, mud, or ice. The | |||
creature can’t burrow through solid rock unless the | |||
creature has a trait that allows it to do so. See also | |||
“Speed.” | |||
===Campaign=== | |||
A campaign is a series of adventures. See also | |||
“Adventure.” | |||
===Cantrip=== | |||
A cantrip is a level 0 spell, which is cast without a | |||
spell slot. See also “Spells.” | |||
===Carrying Capacity=== | |||
Your size and Strength score determine the maximum | |||
weight in pounds that you can carry, as shown | |||
in the Carrying Capacity table. The table also shows | |||
the maximum weight you can drag, lift, or push. | |||
While dragging, lifting, or pushing weight in excess | |||
of the maximum weight you can carry, your | |||
Speed can be no more than 5 feet. | |||
{|class="wikitable" | |||
|+'''Carrying Capacity''' | |||
|- | |||
!Creature Size!!Carry!!Drag/Lift/Push | |||
|- | |||
|[[Tiny]]||Str. × 7.5 lb.||Str. × 15 lb. | |||
|- | |||
|[[Small]]/[[Medium]]||Str. × 15 lb.||Str. × 30 lb. | |||
|- | |||
|[[Large]]||Str. × 30 lb.||Str. × 60 lb. | |||
|- | |||
|[[Huge]]||Str. × 60 lb.||Str. × 120 lb. | |||
|- | |||
|[[Gargantuan]]||Str. × 120 lb.||Str. × 240 lb. | |||
|} | |||
===Challenge Rating=== | |||
Challenge Rating (CR) summarizes the threat a | |||
monster poses to a group of four player characters. | |||
Compare a monster’s CR to the characters’ level. If | |||
the CR is higher, the monster is likely a danger. If the | |||
CR is lower, the monster likely poses little threat. | |||
But circumstances and the number of player characters | |||
can significantly alter how threatening a monster | |||
is in actual play. “Gameplay Toolbox” (“Combat | |||
Encounters”) provides guidance to the GM on using | |||
CR while planning potential combat encounters. See | |||
also “Stat Block.” | |||
===Character Sheet=== | |||
A character sheet is a paper or digital record that | |||
you use to track your character’s information. See | |||
also “Character Creation.” | |||
===Charmed (Condition) | |||
While you have the Charmed condition, you experience | |||
the following effects. | |||
'''''Can’t Harm the Charmer.''''' You can’t attack the | |||
charmer or target the charmer with damaging abilities | |||
or magical effects. | |||
'''''Social Advantage.''''' The charmer has Advantage on any ability check to interact with you socially. | |||
===Climbing=== | |||
While you’re climbing, each foot of movement costs | |||
1 extra foot (2 extra feet in Difficult Terrain). You | |||
ignore this extra cost if you have a Climb Speed and | |||
use it to climb. | |||
At the GM’s option, climbing a slippery surface or | |||
one with few handholds might require a successful | |||
DC 15 Strength (Athletics) check. | |||
===Climb Speed=== | |||
A Climb Speed can be used in place of Speed to traverse | |||
a vertical surface without expending the extra | |||
movement normally associated with climbing. See | |||
also “Climbing” and “Speed.” | |||
===Concentration=== | |||
Some spells and other effects require Concentration | |||
to remain active, as specified in their descriptions. | |||
If the effect’s creator loses Concentration, the effect | |||
ends. If the effect has a maximum duration, the effect’s | |||
description specifies how long the creator can | |||
concentrate on it: up to 1 minute, 1 hour, or some | |||
other duration. The creator can end Concentration | |||
at any time (no action required). The following factors | |||
break Concentration. | |||
'''''Another Concentration Effect.''''' You lose Concentration | |||
on an effect the moment you start casting | |||
a spell that requires Concentration or activate another | |||
effect that requires Concentration. | |||
'''''Damage.''''' If you take damage, you must succeed | |||
on a Constitution saving throw to maintain Concentration. | |||
The DC equals 10 or half the damage taken | |||
(round down), whichever number is higher, up to a | |||
maximum DC of 30. | |||
'''''Incapacitated or Dead.''''' Your Concentration ends | |||
if you have the [[Incapacitated]] condition or you die. | |||
===Condition=== | |||
A condition is a temporary game state. The definition | |||
of a condition says how it affects its recipient, | |||
and various rules define how to end a condition. | |||
This glossary defines these conditions: | |||
{{threecolumns}}[[Blinded]]<br>[[Charmed]]<br>[[Deafened]]<br>[[Exhaustion]]<br>[[Frightened]]<br>[[Grappled]]<br>[[Incapacitated]]<br>[[Invisible]]<br>[[Paralyzed]]<br>[[Petrified]]<br>[[Poisoned]]<br>[[Prone]]<br>[[Restrained]]<br>[[Stunned]]<br>[[Unconscious]]</div> | |||
A condition doesn’t stack with itself; a recipient | |||
either has a condition or doesn’t. The Exhaustion | |||
condition is an exception to that rule. | |||
{{unfinished}} | {{unfinished}} | ||
Cone [Area of Effect] | |||
A Cone is an area of effect that extends in straight | |||
lines from a point of origin in a direction its creator | |||
chooses. A Cone’s width at any point along its length | |||
is equal to that point’s distance from the point of | |||
origin. For example, a Cone is 15 feet wide at a point | |||
along its length that is 15 feet from the point of | |||
origin. The effect that creates a Cone specifies its | |||
maximum length. | |||
A Cone’s point of origin isn’t included in the area | |||
of effect unless its creator decides otherwise. | |||
Cover | |||
Cover provides a degree of protection to a target | |||
behind it. There are three degrees of cover, each of | |||
which provides a different benefit to a target: Half | |||
Cover (+2 bonus to AC and Dexterity saving throws), | |||
Three-Quarters Cover (+5 bonus to AC and Dexterity | |||
saving throws), and Total Cover (can’t be targeted | |||
directly). If behind more than one degree of | |||
cover, a target benefits only from the most protective | |||
degree. See also “Playing the Game” (“Combat”). | |||
Crawling | |||
While you’re crawling, each foot of movement costs | |||
1 extra foot (2 extra feet in Difficult Terrain). See | |||
also “Speed.” | |||
===Creature=== | ===Creature=== |
Revision as of 14:35, 19 May 2025
This page is unfinished!
Glossary Conventions
The glossary uses the following conventions:
Tags in Brackets. Some entries have a tag in brackets after the entry’s name, as in “Attack [Action].” A tag—Action, Area of Effect, Attitude, Condition, or Hazard—indicates that a rule is part of a family of rules. The tags also have glossary entries. (NOTE: I had to replace brakets with parentheses for wiki.)
“You.” The game’s rules—in this glossary and elsewhere—often talk about something happening to you in the game world. That “you” refers to the creature or object that the rule applies to in a particular moment of play. For example, the “you” in the Prone condition is a creature that currently has that condition.
“See Also.” Some glossary entries include a See also section that points to other entries in the glossary, to other parts of this document, or both.
No Obsolete Terms. The glossary contains definitions of current rules terms only. If you’re looking for a term from an earlier version of the fifth edition rules, consult the index.
Abbreviations. The abbreviations listed below appear in this glossary and elsewhere in the rules.
AC | Armor Class | M | Material component |
C | Concentration | N | Neutral |
CE | Chaotic Evil | NE | Neutral Evil |
CG | Chaotic Good | NG | Neutral Good |
Cha. | Charisma | NPC | Nonplayer character |
CN | Chaotic Neutral | PB | Proficiency Bonus |
Con. | Constitution | PP | Platinum Piece(s) |
CP | Copper Piece(s) | R | Ritual |
CR | Challenge Rating | S | Somatic component |
DC | Difficulty Class | SP | Silver Piece(s) |
Dex. | Dexterity | Str. | Strength |
EP | Electrum Piece(s) | V | Verbal component |
GM | Game Master | Wis. | Wisdom |
GP | Gold Piece(s) | XP | Experience Point(s) |
HP | Hit Point(s) | ||
Int. | Intelligence | ||
LE | Lawful Evil | ||
LG | Lawful Good | ||
LN | Lawful Neutral |
Rules Definitions
Ability Check
An ability check is a D20 Test that represents using one of the six abilities—or a specific skill associated with an ability—to overcome a challenge. See also “Playing the Game” (“D20 Tests” and “Proficiency”).
Ability Score and Modifier
A creature has six ability scores—Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma—each of which has a corresponding modifier. Add the modifier when you make a D20 Test with the corresponding ability or when a rule asks you to do so. See also “Playing the Game” (“The Six Abilities”).
Action
On your turn, you can take one action. Choose which action to take from those below or from the special actions provided by your features. See also “Playing the Game” (“Actions”). These actions are defined elsewhere in this glossary:
Dash
Disengage
Dodge
Help
Hide
Influence
Magic
Ready
Search
Study
Utilize
Advantage
If you have Advantage on a D20 Test, roll two d20s, and use the higher roll. A roll can’t be affected by more than one Advantage, and Advantage and Disadvantage on the same roll cancel each other. See also “Playing the Game” (“D20 Tests”).
Adventure
An adventure is a series of encounters. A story emerges through playing them. See also “Encounter.”
Alignment
A creature’s alignment broadly describes its ethical attitudes and ideals. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward order (lawful, chaotic, or neutral). These factors allow for nine possible combinations, such as Lawful Good and Neutral Evil. See also “Character Creation” (“Create Your Character”).
Ally
A creature is your ally if it is a member of your adventuring party, your friend, on your side in combat, or a creature that the rules or the GM designates as your ally.
Area of Effect
The descriptions of many spells and other features specify that they have an area of effect, which typically has one of six shapes. These shapes are defined elsewhere in this glossary:
Cube
Cylinder
Emanation
Line
Sphere
An area of effect has a point of origin, a location from which the effect’s energy erupts. The rules for each shape specify how to position its point of origin. If all straight lines extending from the point of origin to a location in the area of effect are blocked, that location isn’t included in the area of effect. To block a line, an obstruction must provide Total Cover. See also “Cover.”
If the creator of an area of effect places it at an unseen point and an obstruction—such as a wall— is between the creator and that point, the point of origin comes into being on the near side of the obstruction.
Armor Class
An Armor Class (AC) is the target number for an attack roll. AC represents how difficult it is to hit a target.
Your base AC calculation is 10 plus your Dexterity modifier. If a rule gives you another base AC calculation, you choose which calculation to use; you can’t use more than one. See also “Attack Roll.”
Armor Training
Armor training allows you to use armor of a certain category without the following drawbacks. If you wear Light, Medium, or Heavy armor and lack training with it, you have Disadvantage on any D20 Test that involves Strength or Dexterity, and you can’t cast spells. If you use a Shield and lack training with it, you don’t gain its AC bonus. See also “Disadvantage” and “Equipment” (“Armor”).
Attack (Action)
When you take the Attack action, you can make one attack roll with a weapon or an Unarmed Strike.
Equipping and Unequipping Weapons. You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you don’t need to use it for that attack. Equipping a weapon includes drawing it from a sheath or picking it up. Unequipping a weapon includes sheathing, stowing, or dropping it.
Moving between Attacks. If you move on your turn and have a feature, such as Extra Attack, that gives you more than one attack as part of the Attack action, you can use some or all of that movement to move between those attacks.
Attack Roll
An attack roll is a D20 Test that represents making an attack with a weapon, an Unarmed Strike, or a spell. See also “Playing the Game” (“D20 Tests”).
Attitude
A monster has a starting attitude toward a player character: Friendly, Hostile, or Indifferent. See also “Friendly,” “Hostile,” “Indifferent,” and “Influence.”
Attunement
Some magic items require a creature to form a bond—called Attunement—with them before the creature can use an item’s magical properties. A creature can have Attunement with no more than three magic items at a time. See also “Equipment” (“Magic Items”).
Blinded (Condition)
While you have the Blinded condition, you experience the following effects.
Can’t See. You can’t see and automatically fail any ability check that requires sight.
Attacks Affected. Attack rolls against you have Advantage, and your attack rolls have Disadvantage.
Blindsight
If you have Blindsight, you can see within a specific range without relying on physical sight. Within that range, you can see anything that isn’t behind Total Cover even if you have the Blinded condition or are in Darkness. Moreover, in that range, you can see something that has the Invisible condition.
Bloodied
A creature is Bloodied while it has half its Hit Points or fewer remaining.
Bonus Action
A Bonus Action is a special action that you can take on the same turn that you take an action. You can’t take more than one Bonus Action on a turn, and you have a Bonus Action to take only if a rule explicitly says so. See also “Playing the Game” (“Actions”).
Breaking Objects
Objects can be harmed by attacks and by some spells, using the rules below. If an object is exceedingly fragile, the GM may allow a creature to break it automatically with the Attack or Utilize action.
Armor Class. The Object Armor Class table suggests ACs for various substances.
AC | Substance | AC | Substance | |
---|---|---|---|---|
11 | Cloth, paper, rope | 19 | Iron, steel | |
13 | Crystal, glass, ice 21 | Mithral | ||
15 | Wood | 23 | Adamantine | |
17 | Stone |
Hit Points. An object is destroyed when it has 0 Hit Points. The Object Hit Points table suggests Hit Points for fragile and resilient objects that are Large or smaller. To track Hit Points for a Huge or Gargantuan object, divide it into Large or smaller sections, and track each section’s Hit Points separately. The GM determines whether destroying part of an object causes the whole thing to collapse.
Size | Fragile | Resilient |
---|---|---|
Tiny (bottle, lock) | 2 (1d4) | 5 (2d4) |
Small (chest, lute) | 3 (1d6) | 10 (3d6) |
Medium (barrel, chandelier) | 4 (1d8) | 18 (4d8) |
Large (cart, dining table) | 5 1d10) | 27 (5d10) |
Damage Types and Objects. Objects have Immunity to Poison and Psychic damage. The GM might decide that some damage types are more or less effective against an object. For example, Bludgeoning damage works well for smashing things but not for cutting. Paper or cloth objects might have Vulnerability to Fire damage.
Damage Threshold. Big objects, such as castle walls, often have extra resilience represented by a damage threshold. See also “Damage Threshold.”
No Ability Scores. An object lacks ability scores unless a rule assigns scores to the object. Without ability scores, an object can’t make ability checks, and it fails all saving throws.
Bright Light
Bright Light is normal illumination. See also “Playing the Game” (“Exploration”).
Burning (Hazard)
A burning creature or object takes 1d4 Fire damage at the start of each of its turns. As an action, you can extinguish fire on yourself by giving yourself the Prone condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated.
Burrow Speed
A creature that has a Burrow Speed can use that speed to move through sand, earth, mud, or ice. The creature can’t burrow through solid rock unless the creature has a trait that allows it to do so. See also “Speed.”
Campaign
A campaign is a series of adventures. See also “Adventure.”
Cantrip
A cantrip is a level 0 spell, which is cast without a spell slot. See also “Spells.”
Carrying Capacity
Your size and Strength score determine the maximum weight in pounds that you can carry, as shown in the Carrying Capacity table. The table also shows the maximum weight you can drag, lift, or push. While dragging, lifting, or pushing weight in excess of the maximum weight you can carry, your Speed can be no more than 5 feet.
Creature Size | Carry | Drag/Lift/Push |
---|---|---|
Tiny | Str. × 7.5 lb. | Str. × 15 lb. |
Small/Medium | Str. × 15 lb. | Str. × 30 lb. |
Large | Str. × 30 lb. | Str. × 60 lb. |
Huge | Str. × 60 lb. | Str. × 120 lb. |
Gargantuan | Str. × 120 lb. | Str. × 240 lb. |
Challenge Rating
Challenge Rating (CR) summarizes the threat a monster poses to a group of four player characters. Compare a monster’s CR to the characters’ level. If the CR is higher, the monster is likely a danger. If the CR is lower, the monster likely poses little threat. But circumstances and the number of player characters can significantly alter how threatening a monster is in actual play. “Gameplay Toolbox” (“Combat Encounters”) provides guidance to the GM on using CR while planning potential combat encounters. See also “Stat Block.”
Character Sheet
A character sheet is a paper or digital record that you use to track your character’s information. See also “Character Creation.” ===Charmed (Condition) While you have the Charmed condition, you experience the following effects.
Can’t Harm the Charmer. You can’t attack the charmer or target the charmer with damaging abilities or magical effects.
Social Advantage. The charmer has Advantage on any ability check to interact with you socially.
Climbing
While you’re climbing, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). You ignore this extra cost if you have a Climb Speed and use it to climb.
At the GM’s option, climbing a slippery surface or one with few handholds might require a successful DC 15 Strength (Athletics) check.
Climb Speed
A Climb Speed can be used in place of Speed to traverse a vertical surface without expending the extra movement normally associated with climbing. See also “Climbing” and “Speed.”
Concentration
Some spells and other effects require Concentration to remain active, as specified in their descriptions. If the effect’s creator loses Concentration, the effect ends. If the effect has a maximum duration, the effect’s description specifies how long the creator can concentrate on it: up to 1 minute, 1 hour, or some other duration. The creator can end Concentration at any time (no action required). The following factors break Concentration.
Another Concentration Effect. You lose Concentration on an effect the moment you start casting a spell that requires Concentration or activate another effect that requires Concentration.
Damage. If you take damage, you must succeed on a Constitution saving throw to maintain Concentration. The DC equals 10 or half the damage taken (round down), whichever number is higher, up to a maximum DC of 30.
Incapacitated or Dead. Your Concentration ends if you have the Incapacitated condition or you die.
Condition
A condition is a temporary game state. The definition of a condition says how it affects its recipient, and various rules define how to end a condition. This glossary defines these conditions:
Charmed
Deafened
Exhaustion
Frightened
Grappled
Incapacitated
Invisible
Paralyzed
Petrified
Poisoned
Prone
Restrained
Stunned
Unconscious
A condition doesn’t stack with itself; a recipient either has a condition or doesn’t. The Exhaustion condition is an exception to that rule.
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Cone [Area of Effect]
A Cone is an area of effect that extends in straight
lines from a point of origin in a direction its creator
chooses. A Cone’s width at any point along its length
is equal to that point’s distance from the point of
origin. For example, a Cone is 15 feet wide at a point
along its length that is 15 feet from the point of
origin. The effect that creates a Cone specifies its
maximum length.
A Cone’s point of origin isn’t included in the area
of effect unless its creator decides otherwise.
Cover
Cover provides a degree of protection to a target
behind it. There are three degrees of cover, each of
which provides a different benefit to a target: Half
Cover (+2 bonus to AC and Dexterity saving throws),
Three-Quarters Cover (+5 bonus to AC and Dexterity
saving throws), and Total Cover (can’t be targeted
directly). If behind more than one degree of
cover, a target benefits only from the most protective
degree. See also “Playing the Game” (“Combat”).
Crawling
While you’re crawling, each foot of movement costs
1 extra foot (2 extra feet in Difficult Terrain). See
also “Speed.”
Creature
Any being in the game, including a player’s character, is a creature. See also “Creature Type.”
Creature Type
Every creature, including every player character, has a tag in the rules that identifies the type of creature it is. Most player characters are of the Humanoid type. These are the game’s creature types:
The types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways.
Critical Hit
If you roll a 20 on the d20 for an attack roll, you score a Critical Hit, and the attack hits regardless of any modifiers or the target’s AC. A Critical Hit lets you roll extra dice for the attack’s damage against the target. Roll all of the attack’s damage dice twice and add them together. Then add any relevant modifiers. See also “Playing the Game” (“Damage and Healing”).
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Damage Types
Attacks and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as Resistance, rely on the types. The Damage Types table offers examples to help a GM assign a type to a new effect.
Type | Examples |
---|---|
Acid | Corrosive liquids, digestive enzymes |
Bludgeoning | Blunt objects, constriction, falling |
Cold | Freezing water, icy blasts |
Fire | Flames, unbearable heat |
Force | Pure magical energy |
Lightning | Electricity |
Necrotic | Life-draining energy |
Piercing | Fangs, puncturing objects |
Poison | Toxic gas, venom |
Psychic | Mind-rending energy |
Radiant | Holy energy, searing radiation |
Slashing | Claws, cutting objects |
Thunder | Concussive sound |
Darkness
An area of Darkness is Heavily Obscured. See also “Heavily Obscured” and “Playing the Game” (“Exploration”).
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Exhaustion (Condition)
While you have the Exhaustion condition, you experience the following effects.
Exhaustion Levels. This condition is cumulative. Each time you receive it, you gain 1 Exhaustion level. You die if your Exhaustion level is 6.
D20 Tests Affected. When you make a D20 Test, the roll is reduced by 2 times your Exhaustion level.
Speed Reduced. Your Speed is reduced by a number of feet equal to 5 times your Exhaustion level.
Removing Exhaustion Levels. Finishing a Long Rest removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, the condition ends.
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Improvised Weapons
An improvised weapon is an object wielded as a makeshift weapon, such as broken glass, a table leg, or a frying pan. A Simple or Martial weapon also counts as an improvised weapon if it’s wielded in a way contrary to its design; if you use a Ranged weapon to make a melee attack or throw a Melee weapon that lacks the Thrown property, the weapon counts as an improvised weapon. An improvised weapon follows the rules below.
- Proficiency. Don’t add your Proficiency Bonus to attack rolls with an improvised weapon.
- Damage. On a hit, the weapon deals 1d4 damage of a type the GM thinks is appropriate for the object.
- Range. If you throw the weapon, it has a normal range of 20 feet and a long range of 60 feet.
- Weapon Equivalents. If an improvised weapon resembles a Simple or Martial weapon, the GM may say it functions as that weapon and uses that weapon’s rules. For example, the GM could treat a table leg as a Club.
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Vulnerability
If you have Vulnerability to a damage type, damage of that type is doubled against you. Vulnerability is applied only once to an instance of damage. See also “Playing the Game” (“Damage and Healing”).
Weapon
A weapon is an object that is in the Simple or Martial weapon category. See also “Equipment” (“Weapons”).
Weapon Attack
A weapon attack is an attack roll made with a weapon. See also “Weapon.”