Rules Glossary — page 182
Rules Glossary rules and reference.
Experience Points As they overcome challenges and complete adventures, characters earn Experience Points (XP), which are awarded by the Game Master. When a character's XP total crosses certain thresholds, the character's level increases. See also "Level Advancement." Expertise Expertise is a feature that enhances your use of a skill proficiency. When you make an ability check with a skill proficiency in which you have Expertise, your Proficiency Bonus is doubled for that check unless the bonus is doubled by another feature.
If you gain Expertise, you gain it in one skill in which you have proficiency. You can't have Expertise in the same skill proficiency more than once.
See also "Playing the Game" ("Proficiency"). Falling [Hazard] A creature that falls takes 1d6 Bludgeoning damage at the end of the fall for every 10 feet it fell, to a maximum of 20d6. When the creature lands, it has the Prone condition unless it avoids taking any damage from the fall.
A creature that falls into water or another liquid can use its Reaction to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to hit the surface head or feet first. On a successful check, any damage resulting from the fall is halved. Flying A variety of effects allow a creature to fly. While flying, you fall if you have the Incapacitated or Prone condition or your Fly Speed is reduced to 0. You can stay aloft in those circumstances if you can hover. See also "Falling" and "Fly Speed." Fly Speed A Fly Speed can be used to travel through the air. While you have a Fly Speed, you can stay aloft until you land, fall, or die.
See also "Flying" and "Speed." Friendly [Attitude] A Friendly creature views you favorably. You have Advantage on an ability check to influence a Friendly creature. See also "Influence." Frightened [Condition] While you have the Frightened condition, you experience the following effects.
Ability Checks and Attacks Affected. You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight.
Can't Approach. You can't willingly move closer to the source of fear. Grappled [Condition] While you have the Grappled condition, you experience the following effects.
Speed 0. Your Speed is 0 and can't increase.
Attacks Affected. You have Disadvantage on attack rolls against any target other than the grappler.
Movable. The grappler can drag or carry you when it moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it. Grappling A creature can grapple another creature. Characters typically grapple by using an Unarmed Strike. Many monsters have special attacks that allow them to quickly grapple prey. However a grapple is initiated, it follows these rules. See also "Unarmed Strike" and "Grappled."
Grappled Condition. Successfully grappling a creature gives it the Grappled condition.
One Grapple per Hand. A creature must have a hand free to grapple another creature. Some stat blocks and game effects allow a creature to grapple using a tentacle, a maw, or another body part. Whatever part a grappler uses, it can grapple only one creature at a time with that part, and the grappler can't use that part to target another creature unless it ends the grapple.
Ending a Grapple. A Grappled creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the grapple's escape DC, ending the condition on itself on a success. The condition also ends if the grappler has the Incapacitated condition or if the distance between the Grappled target and the grappler exceeds the grapple's range. In addition, the grappler can release the target at any time (no action required). Hazard A hazard is an environmental danger. See also "Burning," "Dehydration," "Falling," "Malnutrition," and "Suffocation." Healing Healing is how you regain Hit Points.
See also "Playing the Game" ("Damage and Healing"). Heavily Obscured You have the Blinded condition while trying to see something in a Heavily Obscured space. See also "Blinded," "Darkness," and "Playing the Game" ("Exploration"). Help [Action] When you take the Help action, you do one of the following.
Assist an Ability Check. Choose one of your skill or tool proficiencies and one ally who is near