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.
“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 chapters in this book, 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 Concentration: Material component CE: Chaotic Evil CG: Chaotic Good N: Neutral Ch: Charisma NE: Neutral Evil CN: Chaotic Neutral NPC: Nonplayer character Con: Constitution CP: Copper Piece(s) PB: Proficiency Bonus CR: Challenge Rating PP: Platinum Piece(s) DC: Difficulty Class Rit: Ritual Dex: Dexterity S: Somatic component DM: Dungeon Master EP: Electrum Piece(s) SP: Silver Piece(s) GP: Gold Piece(s) Str: Strength HP: Hit Point(s) V: Verbal component Int: Intelligence LE: Lawful Evil Wis: Wisdom LG: Lawful Good XP: Experience Point(s) * LN: Lawful Neutral
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 chapter 1 (“D20 Tests” and “Proficiency”).
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 chapter 1 (“The Six Abilities”).
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 chapter 1 (“Actions”). These actions are defined elsewhere in this glossary: