5e Glossary

term definition reference page
advantage, disadvantage Roll a second D20, use the higher of the two rolls if you have advantage or the lower roll if you have disadvantage. Multiple instances do not stack. See the Situational Advantage and Disadvantage table. phb 173
blindsight, darkvision, truesight blindsight: creature can perceive without using sense of sight
darkvision: creature can see in darkness as if it was dim light, no colors
truesight: creature can see invisible objects, through magic and illusions, and even across planar boundaries
phb 183
bonus action Various features, spells, or abilities may grant a special bonus action. You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available. phb 189
charisma check deception, intimidation, performance, persuasion phb 178
climbing, swimming, crawling (move action) When climbing or swimming, each foot movement cost one extra foot, unless the creature has a climbing or swimming speed. At the DM's option, climbing a slippery vertical surface or one with few handholds requires a successful strength/athletics check. phb 182
conditions Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Incapacitated, Invisible, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, Unconscious (see Conditions table for descriptions) phb App A
constitution check hold breath, march without rest, go without sleep, survive without food or water, quaff an entire stein of ale in one go phb 177
cover If the target is behind multiple sources of cover, only the most protective degree of cover applies. A target with half cover, meaning an obstacle blocks at least half of its body, has a +2 bonus to AC and dexterity saving throws. A target with three quarters cover has a +5 bonus to AC and dexterity saving throws. Targets with total cover can't be targeted directly by an attack or a spell. phb 196
critical hit When you score a critical hit, roll all of the attack's damage dice twice. Then add any relevant modifiers as normal. phb 196
currency, coins, coinage, wealth, platinum, gold, electrum, silver, copper, pp, gp, ep, sp, cp 10 coppers = 1 silver
100cp = 10sp = 1gp
1ep = 5sp
1pp = 10gp = 20ep = 100sp = 1000cp
phb 143
damage types Acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, thunder phb 196
dash (standard action) take a 2nd move action phb 192
death saving throw, death save Whenever you start your turn zero hit points, you must make a death saving throw. Roll D20. If the role is 10 or higher, you succeed. Otherwise, you fail. Success or failure has no effect by itself. On your third success, you become stable. On your third failure, you die. The successes and failures don't need to be consecutive. The number of both is reset to zero when you regain any hit points or become stable. phb 197
dexterity check acrobatics, sleight of hand, stealth, pick lock, disable trap, escape bonds, craft object, move silently phb 176
difficult terrain You move at half speed and difficult terrain, moving 1 foot in difficult terrain cost 2 feet of speed. You can cover only half the normal distance in a minute, hour, or day. phb 182
difficulty class, DC 5 = very easy
10 = easy
15 = medium
20 = hard
25 = very hard
30 = nearly impossible
phb 174
disengage (standard action) you don't provoke an opportunity attack when moving away from an adjacent creature in combat phb 192
dodge (standard action) Until the start of your next turn, any attack roll made against you has disadvantaged if you can see the attacker, and you make dexterity saving throws with advantage. phb 192
equipment packs burglar's pack: backpack, ball bearings, string, bell, candles, crowbar, hammer, pitons, hooded lantern, oil flasks, 5 days of rations, tinderbox, waterskin, 50ft rope
diplomat's pack: chest, map/scroll cases, fine clothes, ink bottle, ink pen, lamp, oil flasks, paper, vial of perfume, sealing wax, soap
dungeoneer's pack: backpack, crowbar, hammer, pitons, torches, tinderbox, 10 days of rations, waterskin, 50ft rope
entertainer's pack: backpack, bedroll, 2 costumes, candles, 5 days of rations, waterskin, disguise kit 
explorer's pack: backpack, bedroll, mess kit, tinderbox, torches, 10 days of rations, waterskin, 50ft rope
monster hunter's pack: chest, crowbar, hammer, wooden stakes, holy symbol, holy water, manacles, mirror, flask of oil, tinderbox, torches
priest's pack: backpack, blanket, candles, tinderbox, alms box, incense, censer, vestments, 2 days of rations, waterskin
scholar's pack: backpack, book of lore, ink bottle, ink pen, parchment, little bag of sand, small knife
phb 151
cos 209
falling The creature takes one 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20D6. The creature lands prone, unless it avoids taking damage from the fall. phb 183
grapple, grappling, grappled (standard action / condition) A grapple is a special melee attack. The target of a grapple must be no more than one size larger, and must be within reach. Using at least one freehand, make a strength/athletics check contested by the target's strength/athletics or dexterity/acrobatics (the target chooses which ability to use). If you succeed you subject the target to the grappled condition: The grappled creatures speed becomes zero, and it can't benefit from any bonus to its speed. phb 195
help, aid, assist (standard action) creature receiving aid gets advantage on next ability check phb 192
hide, hiding (standard action) Dexterity (Stealth) check to attempt to hide. That check is contested by the Wisdom (Perception) check of any creature actively searching for signs of your presence, or by Passive Perception if they aren't actively searching. You can't hide from a creature that can see you. Making noise gives away your position. phb 192
inspiration points You gain inspiration points as a reward for playing your character in a way that's true to his a her personality traits, ideals, bonds, and flaws. You either have inspiration or you don't, you can't stockpile multiple instances. When you spend an available inspiration point you gain advantage on the next attack roll, saving throw, or ability check. phb 125
instant death Massive damage can kill you instantly. When damage reduces you to zero hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum. phb 197
intelligence check arcana, history, investigation, nature, religion phb 174
jump, jumping (move action) Your strength determines how far you can jump. When you make a long jump, you cover a number of feet up to your strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leave only half the distance. Either way, each for you clear on the jump costs foot of movement. When you make a high jump, you leap into the air a number of fee equal to 3+ your strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs foot of movement. You can extend your arms half your height above yourself during the jump. Thus you can reach above you a distance equal to the height of your jump plus one and a half times your height. phb 182
knocked out, falling unconscious Damage reduces you to zero hit points and fails to kill you, you fall unconscious. This unconsciousness ends if you regain any hit points. phb 197
lethal damage, instant death When damage reduces you to zero hit points and there is damage remaining, you instantly die if the remaining damage equals or exceeds your hit point maximum. phb 197
minor interaction You can interact with one object or feature of the environment for free, during either your move or your action. If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require standard action to use. phb 190
move action move, crawl, climb, swim, fly, jump, squeeze phb 190
opportunity attack (instant reaction) Make a merely attack against any creature that moves out of your reach during combat. phb 195
passive wisdom, passive perception Your chance to automatically spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings in the keenness of your senses. phb 175
phb 178
reaction Instant response to a trigger of some kind which can occur on your turn or someone else's. after you take a reaction you can't take another one until the start of your next turn phb 190
ready (standard action) specify trigger and get instant reaction phb 193
resistance, vulnerability Damage of resistance/vulnerability type is halved/doubled (after modifiers). Multiple instances do not stack. phb 197
rest, resting short rest: creature can spend 1 or more hit dice (to character maximum) of healing after one hour downtime
long rest: 8 hours, all lost hp, spent hit dice up to half total number
phb 186
search, searching Depending on the nature of the search you may make either an Intelligence (investigation) or Wisdom (perception) check phb 181
selling treasure Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.
Arms, Armor, and Other Equipment. As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough
condition to sell.
Magic Items. Selling magic items is problematic. Finding someone to buy a potion or a scroll isn’t too hard, but other items are out o f the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won’t normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such.
Gems, Jewelry, and Art Objects. These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the DM might require you to find a buyer in a large town or larger community first.
 
shove (standard action) A shove is a special melee attack. The target must be no more than one size larger, and must be within reach. Make a strength/athletics check contested by the target's strength/athletics or dexterity/acrobatics (the target chooses which ability to use). On hit choose whether to knock back 5 feet or knock prone. phb 195
stable, stabilize (standard action / condition) Success on a DC 10 Wisdom (medicine) check. A stable creature does not have to make death saving throws, but regains no hit points. phb 197
standard action melee attack, ranged attack, cast a spell, dash, disengage, dodge, help, hide, ready, search, use phb 192
strenth check athletics, bash, break phb 175
suffocating creature can hold breath for 1 minute + Con modifier (minimum of 30 seconds). An out of breath creature can survive for a number of rounds equal to it's Con mod, after which it is reduced to 0 hp and must start making death saves. phb 183
surprise stealth checks vs passive wisdom (perception), if surprised you can't move or take an action on your first turn, and you can't take a reaction until the turn ends. phb 189
trance with this ability you get a long rest in 4 hours phb 23
travel pace, overland travel On the overland Map of Barovia 4 squares = 1 mile
fast pace: 400ft/min, 4mph, 30mi/day, -5 penalty on Passive Wisdom (Perception) checks, or 8 squares every 30 mins
normal pace: 300ft/min, 3mph, 24mi/day, or 6 squares every 30 minutes
slow pace: 200ft/min, 2mph, 18mi/day, able to use stealth, or 4 squares every 30 mins
phb 182
two weapon fighting when you attack with a light melee one-hand, you get bonus action to attack with light melee in other hand (no ability mod plus) phb 195
unseen attack, invisible, invisibility When you attack a target that you can't see, you have disadvantage on the attack roll. This is true whether you're guessing the target's location or you're targeting a creature you can hear but not see. If the target isn't in the location you targeted, you automatically miss, but the DM typically just says that the attack missed, not whether you guessed the targets location correctly.

When a creature can't see you, you have an advantage on the attack rolls against it. When you make an attack, you give away your location whether the attack hits or misses.
phb 194
use, interact, other activity (minor action) You can interact with one object or feature of the environment for free, during either your move action or your standard action. If you want to interact to the second object, you need to use your standard action. Some magic items and other special objects will require a standard action to use. phb 190
vision, light lightly obscured (dim light, patchy fog, moderate foliage): creatures have disadvantage on Wisdom (Perception) checks relying on sight
heavily obscured (darkness, opaque fog, dense foliage): creatures effectively suffer the effects of the Blindness condition
bright light (lets most creatures see normally): Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources o f illumination within a specific radius.
dim light (also called shadows, creates a lightly obscured area): An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.
darkness (creates a heavily obscured area): Characters face darkness outdoors at night (even most moonlit nights), within the confines o f an unlit dungeon or a subterranean vault, or in an area o f magical darkness.
phb 183
wisdom check animal handling, insight, medicine, perception, survival phb 174
working together, group checks Two or more characters can team up to attempt to task the character with the high stability modifier can make an ability check with advantage, reflecting the help provided by the other characters. A character can only provide help with the task is one that he or she could attempt alone.

To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails."
phb 175
your turn move action, standard action, bonus action (if available) phb 189

5e Glossary

Ravenloft: Curse of Strahd danimalplanet