D&D 5e Glossary - A-Z Game Terms & Definitions
Complete A-Z glossary of Dungeons & Dragons 5e terms. Look up ability checks, saving throws, conditions, and more with clear definitions for players and DMs.
A
Ability Check
A d20 roll + ability modifier made to determine whether a character succeeds at a task. The DM decides which ability applies and sets the DC.
Ability Modifier
A number derived from an ability score: (score - 10) / 2, rounded down. Applied to d20 rolls, damage, and other game mechanics.
Ability Score
One of six attributes (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma) that define a creature's physical and mental characteristics, typically ranging from 1 to 20.
AC (Armor Class)
A number that represents how hard a creature is to hit with an attack. Attack rolls must meet or exceed the target's AC to hit.
Action
The main thing a creature does on its turn in combat, such as attacking, casting a spell, dashing, disengaging, dodging, helping, hiding, or using an object.
Advantage
When a creature has advantage on a d20 roll, it rolls two d20s and uses the higher result. Advantage is granted by spells, abilities, and circumstances.
Alignment
A combination of moral (good, evil, neutral) and ethical (lawful, chaotic, neutral) attitudes that broadly describes a creature's personality and behavior.
Attack Roll
A d20 roll + modifiers made to determine whether an attack hits a target. The result must meet or exceed the target's AC.
Attunement
Some magic items require a creature to form a bond with them before they can use the item's magical properties. A creature can be attuned to no more than three magic items at a time.
B
Bonus Action
A special action that can be taken in addition to a regular action on a creature's turn. Only available through specific class features, spells, or other abilities.
C
Cantrip
A spell that can be cast at will, without using a spell slot. Cantrips are 0th-level spells that represent a caster's basic magical abilities.
Challenge Rating (CR)
A number that indicates how dangerous a monster is. A monster with a CR equal to the party's level provides a moderate challenge for a group of four adventurers.
Channel Divinity
A Cleric or Paladin class feature that allows the character to channel divine energy to fuel magical effects, such as turning undead.
Character Level
The total number of levels a character has gained. Multiclass characters add together levels in all classes to determine character level.
Charisma
An ability score that measures force of personality, persuasiveness, and leadership. Charisma modifiers affect social skills, Charisma-based spellcasting, and related saving throws.
Concentration
Some spells require concentration to maintain. A caster can only concentrate on one spell at a time, and taking damage may break concentration.
Condition
A status effect that alters a creature's capabilities. Examples include blinded, charmed, frightened, grappled, incapacitated, paralyzed, petrified, poisoned, prone, restrained, stunned, and unconscious.
Constitution
An ability score that measures health, stamina, and vital force. Constitution modifiers affect hit points, Constitution saving throws, and concentration checks.
Cover
Obstacles between a creature and a target that provide protection. Half cover grants +2 AC, three-quarters cover grants +5 AC, and total cover prevents targeting.
Critical Hit
An attack that occurs when the attack roll is a natural 20. On a critical hit, the attacker rolls all damage dice twice and adds them together, then adds relevant modifiers.
D
Damage Type
The kind of damage dealt by an attack or effect. Types include acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, and thunder.
Darkvision
The ability to see in dim light within a specific range as if it were bright light, and in darkness as if it were dim light. Colors cannot be discerned in darkness.
DC (Difficulty Class)
The target number for an ability check or saving throw. If the d20 roll + modifiers equals or exceeds the DC, the check succeeds.
Death Saving Throw
A special saving throw made when a creature starts its turn with 0 hit points. Three successes stabilize the creature; three failures result in death.
Dexterity
An ability score that measures agility, reflexes, and balance. Dexterity modifiers affect AC, initiative, Dexterity-based attacks, and related saving throws.
Disadvantage
When a creature has disadvantage on a d20 roll, it rolls two d20s and uses the lower result. Disadvantage is imposed by spells, abilities, and circumstances.
DM (Dungeon Master)
The person who runs the game, narrates the story, controls NPCs and monsters, and adjudicates the rules.
E
Encounter
A scene in which the characters face a challenge, whether combat, a trap, a puzzle, or a social interaction.
Experience Points (XP)
Points awarded for overcoming challenges. When a character accumulates enough XP, they advance to the next level.
F
Feat
An optional special ability that a character can gain instead of an ability score improvement at certain levels, granting new capabilities or enhancing existing ones.
G
Grapple
A special melee attack that restrains a creature. The attacker makes a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check.
H
Hit Dice
Dice used to determine a character's hit points. The type depends on class (e.g., d6 for wizards, d12 for barbarians). Hit dice can also be spent during short rests to recover HP.
Hit Points (HP)
A numerical representation of a creature's vitality. When hit points drop to 0, the creature falls unconscious or dies.
I
Initiative
A Dexterity check made at the start of combat to determine the order in which creatures take their turns each round.
Inspiration
A reward given by the DM for good roleplaying. A player with inspiration can spend it to gain advantage on one attack roll, saving throw, or ability check.
Intelligence
An ability score that measures mental acuity, accuracy of recall, and the ability to reason. Intelligence modifiers affect related skills and saving throws.
K
Ki
A resource used by Monks to fuel special abilities such as Flurry of Blows, Patient Defense, and Step of the Wind. Ki points replenish after a short or long rest.
L
Long Rest
A period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity. After a long rest, a character regains all lost hit points and spent hit dice (up to half total).
M
Melee Attack
An attack made against a target within reach (usually 5 feet). Uses Strength modifier unless the weapon has the finesse property.
Multiclass
The optional rule that allows a character to gain levels in more than one class, combining the features of multiple classes.
N
Natural 1
Rolling a 1 on the d20 for an attack roll, which is always a miss regardless of modifiers. Also colloquially called a "critical failure."
Natural 20
Rolling a 20 on the d20 for an attack roll, which is always a hit and a critical hit regardless of the target's AC.
NPC (Non-Player Character)
Any character in the game world controlled by the DM rather than a player. NPCs include allies, enemies, shopkeepers, and other inhabitants.
O
Opportunity Attack
A reaction triggered when a hostile creature moves out of a character's reach without taking the Disengage action. The character can make one melee attack.
P
Passive Check
A check made without rolling, equal to 10 + all modifiers that normally apply. Used primarily for Passive Perception to detect hidden creatures or traps.
Proficiency Bonus
A bonus added to rolls for skills, saving throws, attacks, and abilities in which a character is proficient. Ranges from +2 at 1st level to +6 at 17th level.
Prone
A condition where a creature is lying on the ground. Melee attacks against a prone creature have advantage, while ranged attacks have disadvantage. Standing up costs half a creature's movement.
R
Race
A character's species, which determines physical traits, ability score bonuses, and racial features such as Darkvision, resistance to certain damage types, or innate spellcasting.
Ranged Attack
An attack made against a target beyond melee reach. Uses Dexterity modifier. Ranged attacks have disadvantage if a hostile creature is within 5 feet.
Reaction
An instant response to a trigger, which can occur on any creature's turn. Each creature gets one reaction per round. Examples include opportunity attacks and the Shield spell.
Resistance
When a creature has resistance to a damage type, damage of that type is halved against it.
Ritual
A spell with the ritual tag can be cast without expending a spell slot, but casting it as a ritual takes 10 minutes longer than normal.
Round
A cycle of combat during which every creature involved takes one turn. A round represents about 6 seconds of time in the game world.
S
Saving Throw
A d20 roll + ability modifier made to resist a spell, trap, poison, disease, or similar threat. The DC is set by the effect causing the save.
Short Rest
A period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, or tending to wounds. Characters can spend hit dice to recover HP.
Spell Attack
An attack roll made when casting a spell that requires one. The roll equals d20 + spellcasting ability modifier + proficiency bonus.
Spell Slot
A resource expended to cast a spell of 1st level or higher. Spell slots are regained after a long rest (or short rest for Warlocks). Higher-level slots can cast lower-level spells at increased power.
Spellcasting Focus
An object such as a wand, staff, holy symbol, or crystal that a caster can use in place of non-costly, non-consumed material components when casting spells.
Strength
An ability score that measures physical power. Strength modifiers affect melee attacks and damage, Athletics checks, carrying capacity, and related saving throws.
T
Temporary Hit Points
A buffer of extra hit points gained from certain spells and abilities. Temporary HP are lost first when a creature takes damage and do not stack.
Turn
A creature's opportunity to act during a round of combat. On its turn, a creature can move and take one action, plus a bonus action and/or reaction if available.
V
Vulnerability
When a creature has vulnerability to a damage type, damage of that type is doubled against it.
W
Wisdom
An ability score that measures perception, intuition, and insight. Wisdom modifiers affect Perception, Insight, Medicine, and related saving throws and spells.