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Rules Glossary — page 176

Rules Glossary rules and reference.

Rules Glossary 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. "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 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 EP Electrum Piece(s) GM Game Master 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 PB Proficiency Bonus PP Platinum Piece(s) R RitualS Somatic component SP Silver Piece(s) Str. Strength V Verbal component Wis. Wisdom XP Experience Point(s) Rules Definitions Here are definitions of various rules.

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: Attack 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.

Source & compatibility

Source: System Reference Document 5.2.1 · page 176 · 2024 / SRD 5.2.1.

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.