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D&D Glossary Page

Welcome to our comprehensive D&D Glossary page. As seasoned adventurers or newcomers to the vibrant world of Dungeons & Dragons, you've likely come across terms that left you scratching your head. This glossary is your key to unlocking the rich language of D&D, making your journey through fantastical realms smoother and more immersive. Whether you're a Dungeon Master weaving intricate narratives or a player breathing life into a heroic character, understanding the lingo is crucial to a rewarding D&D experience. From game-specific jargon like "TPK" or "5e," to the mystical elements encapsulated in "Spell Save DC" or "Evocation," our D&D Glossary is a treasure trove of definitions designed to aid your comprehension and elevate your gameplay. So, dive in, arm yourself with knowledge, and step confidently into your next D&D adventure. Happy questing!

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D&D General Glossary

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DND Encounters Glossary

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DND Monsters Glossary

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DND Skills Glossary

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DND Magic Glossary

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DND DMing Glossary

D&D General Glossary

  1. Ability Score: The six fundamental attributes of every character: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

  2. AC (Armor Class): The measure of how hard it is to land a damaging hit on a character or creature.

  3. Advantage: When a player is allowed to roll two d20s and take the higher result, often due to beneficial circumstances.

  4. Alignment: The moral and ethical compass that guides a character's decisions, traditionally defined along the axes of good vs evil and law vs chaos.

  5. AoE (Area of Effect): Spells or abilities that affect a certain area rather than a specific target.

  6. Attack Roll: The roll made to see if an attack hits a target. It is compared against the target's AC.

  7. BBEG (Big Bad Evil Guy): The main antagonist of a campaign.

  8. Buff: A spell or ability that enhances a character's abilities or stats.

  9. Campaign: A series of adventures connected by a common storyline.

  10. Cantrip: A simple spell that can be cast without using up a spell slot.

  11. Charisma (CHA): The ability score representing a character's personality, persuasiveness, and personal magnetism.

  12. Class: The primary occupation or profession of the player character.

  13. Concentration: A requirement for some spells where the caster must maintain focus to keep the spell active.

  14. Constitution (CON): The ability score representing a character's health and stamina.

  15. CR (Challenge Rating): A numerical indication of how tough a creature is in combat.

  16. Crit (Critical Hit): A term used when a player rolls the highest possible result on an attack roll, usually a 20 on a d20 dice.

  17. Critical Failure (Fumble): The result of rolling a 1 on a d20, often resulting in a humorous or dramatic failure.

  18. D20: A twenty-sided die, the most commonly used die in D&D.

  19. DC (Difficulty Class): The target number that a player must meet or exceed in order to succeed at a task.

  20. Debuff: A spell or effect that negatively impacts a character's abilities or stats.

  21. Dexterity (DEX): The ability score representing a character's agility, reflexes, and balance.

  22. DM (Dungeon Master): The person who runs the game, controls NPCs, and narrates the story.

  23. DMPC (Dungeon Master Player Character): A character controlled by the DM that acts as a regular member of the party.

  24. DPS (Damage per Second): A term borrowed from video games that refers to how much damage a character can deal in a given amount of time.

  25. DR (Damage Resistance): A type of special defence that reduces damage from certain types of attacks.

  26. Dungeon: A game environment, often filled with monsters and treasure.

  27. Encounter: A specific event or situation in the game, often a combat situation.

  28. Experience Points (XP): Points gained from overcoming challenges or completing quests that help characters level up.

  29. Familiar: A magical creature that serves a spellcaster, often providing various benefits.

  30. Feats: A special capability that gives a character unique abilities or improves existing ones.

  31. Fumble: See Critical Failure.

  32. GM (Game Master): Another term for a Dungeon Master, more common in other RPGs.

  33. Grapple: A special melee attack that involves seizing a target to restrict its movement.

  34. HP (Hit Points): The measure of how much damage a character can take before falling unconscious or dying.

  35. Initiative: A roll at the start of combat to determine the order in which characters act.

  36. Intelligence (INT): The ability score representing a character's mental acuity, information recall, and analytical skill.

  37. Ki: A resource used by monks in D&D to fuel their special abilities.

  38. Lawful, Chaotic, Neutral, Good, Evil: The five possible components of a character's alignment, defining their moral and ethical outlook. See Alignment

  39. Level: The measure of a character's overall power and skill.

  40. Long Rest: A period of extended downtime, usually 8 hours, during which characters recover hit points and other resources.

  41. Loot: The treasure and rewards gained from adventuring.

  42. Melee: Close-quarters combat, as opposed to ranged combat.

  43. Metagaming: Using out-of-game knowledge in the game world, often discouraged as it can disrupt immersion.

  44. Min-Maxing: The practice of optimizing a character's abilities to the maximum extent possible, often at the expense of roleplaying or story considerations.

  45. Multi-classing: The practice of advancing in more than one class, gaining the benefits of each.

  46. NPC (Non-Player Character): Any character in the game world that is not controlled by a player.

  47. Party: The group of player characters.

  48. Passive Perception: A measure of a character's awareness of their surroundings when not actively looking for something.

  49. PC (Player Character): The character that a player controls in the game.

  50. Proficiency Bonus: A bonus added to rolls for skills and abilities in which a character is proficient.

  51. PvE (Player versus Environment): A term that refers to combat or interaction between the players and the game world, controlled by the DM.

  52. PvP (Player versus Player): A term that refers to combat or interaction between player characters.

  53. Ranged: Combat from a distance, typically using weapons like bows or spells.

  54. RAW (Rules As Written): The literal interpretation of the game rules, as opposed to the spirit or intent of the rules.

  55. Rogue: A class in D&D known for their stealth and agility.

  56. Roll: To throw a die or dice to determine the outcome of an action.

  57. Round: A unit of time in combat, during which each character has a chance to act.

  58. Saving Throw: A roll made to resist or avoid an effect or spell.

  59. Short Rest: A period of brief downtime, usually 1 hour, during which characters can recover a limited amount of resources.

  60. Skill Check: A roll made to determine the outcome of a character using a particular skill.

  61. Spellcasting: The act of using magical spells.

  62. Spell Slot: The resource used to cast spells. Higher-level spells require higher-level slots.

  63. Strength (STR): The ability score representing a character's physical power.

  64. TPK (Total Party Kill): A term used when the entire group of player characters are killed in an encounter.

  65. Turn: A portion of a round in which one character gets to act.

  66. Wisdom (WIS): The ability score representing a character's intuition and common sense.

  67. Saving Throw: A roll made to resist a spell or effect.

  68. Sorcerer: A spellcasting class in D&D that derives its power from a magical bloodline or other inherent magical source.

  69. Spell Level: The relative power of a spell, with higher-level spells being more potent.

  70. Spell Save DC: The Difficulty Class that a target must meet or exceed on a saving throw to avoid or reduce a spell's effects.

  71. Spellbook: A book where wizards record their spells.

  72. Stealth: A skill used to move silently and avoid detection.

  73. Summon: To call forth a creature or entity, usually through magic.

  74. Tank: A character built to absorb damage and protect weaker party members.

  75. Turn Undead: A class feature of clerics, allowing them to repel undead creatures.

  76. Two-Weapon Fighting: A style of combat where a character fights with a weapon in each hand.

  77. Unconscious: A condition in which a character is incapacitated, often due to dropping to 0 hit points.

  78. Underdark: A vast network of subterranean caverns and tunnels in the D&D world, home to many strange and dangerous creatures.

  79. Vancian Magic: The system of magic used in D&D, named after fantasy author Jack Vance, where spellcasters prepare a certain number of spells each day.

  80. Versatile: A property of weapons that can be used with one or two hands, dealing more damage when used with two hands.

  81. Warlock: A spellcasting class in D&D that derives its power from a pact with an otherworldly entity.

  82. Wizard: A spellcasting class in D&D that learns and prepares spells from a spellbook.

  83. XP (Experience Points): Points earned by characters for overcoming challenges and completing tasks or quests. These points are used to level up, gaining new abilities and increasing power.

  84. 1d4, 1d6, 1d8, etc.: The notation for rolling dice in D&D. 1d6 means to roll one six-sided die, 1d8 means to roll one eight-sided die, and so forth.

  85. 2e, 3e, 4e, 5e: Shorthand for Second Edition, Third Edition, Fourth Edition, and Fifth Edition of D&D, respectively.

  86. 20-Sider: Slang term for a d20, the most commonly used dice in D&D.

  87. 3d6: The traditional method of generating ability scores, by rolling three six-sided dice and adding them together.

  88. 4d6 Drop Lowest: A common method of generating ability scores, by rolling four six-sided dice, removing the lowest roll, and adding the remaining three together.

  89. 5-Foot Step: A term from earlier editions of D&D, referring to a small movement that doesn't provoke attacks of opportunity. In 5e, this is replaced by the Disengage action.

  90. 5e (Fifth Edition): The latest version of D&D rules, as of my knowledge cutoff in 2021.

  91. 6-Second Round: A term referring to the length of a round of combat in D&D, according to the rules.

  92. 8-Hour Rest: Refers to the long rest period in D&D during which characters regain hit points and spell slots.

  93. 10-foot pole: A classic piece of adventuring equipment often used to check for traps or pitfalls.

  94. 1d10: A ten-sided die, often used for certain types of damage or class abilities.

  95. 1d100: A percentile roll, typically made with two ten-sided dice of different colors. One represents the tens place and the other the ones place.

  96. 12d6: The damage often dealt by very potent spells, like the wizard's fireball spell at high levels.

  97. 1st Level, 2nd Level, etc.: Terms used to denote the power and complexity of spells, as well as the progression of player characters.

  98. 2-Weapon Fighting: A combat style where a character fights with a weapon in each hand.

  99. 24-Hour Rest: A full day of rest in D&D, often used to recover from major wounds or afflictions.

  100. 3-Pillar Experience: An optional rule in D&D 5e where experience points are awarded for exploration and social interaction, in addition to combat.

D&D Magic Glossary

  1. Abjuration: One of the eight schools of magic in D&D, focused on protective spells and wards.

  2. Arcane Focus: An item, such as a wand or staff, that a spellcaster uses to channel their magical energy.

  3. Cantrip: A simple spell that a spellcaster knows and can cast at will, without using up a spell slot.

  4. Components (V, S, M): The verbal, somatic, and material components required to cast a spell.

  5. Concentration: A type of spell that requires the caster to maintain focus to keep the spell's effect active. If the caster's concentration is broken, the spell ends.

  6. Conjuration: One of the eight schools of magic in D&D, focused on creating objects and creatures, and teleportation.

  7. Counterspell: A spell that interrupts and potentially cancels the casting of another spell.

  8. Divination: One of the eight schools of magic in D&D, focused on gaining information and foresight.

  9. Enchantment: One of the eight schools of magic in D&D, focused on influencing or controlling the minds of others.

  10. Evocation: One of the eight schools of magic in D&D, focused on creating and manipulating energy, often to deal damage.

  11. Illusion: One of the eight schools of magic in D&D, focused on creating deceptive images and sensations.

  12. Necromancy: One of the eight schools of magic in D&D, focused on manipulating life force, often to deal with death and undeath.

  13. Prepared Spells: Spells that a spellcaster has ready to cast for the day. The selection of prepared spells can usually be changed after a long rest.

  14. Ritual: A type of spell that can be cast without using a spell slot, as long as the caster takes additional time to add ritualistic elements to the casting.

  15. Saving Throw: A roll made to resist or avoid an effect or spell.

  16. Scroll: A consumable item that contains a single spell. The spell can be cast from the scroll, consuming the item.

  17. Spell Level: The relative power of a spell, with higher-level spells being more potent.

  18. Spell Save DC: The Difficulty Class that a target must meet or exceed on a saving throw to avoid or reduce a spell's effects.

  19. Spell Slot: The resource used to cast spells. Higher-level spells require higher-level slots.

  20. Transmutation: One of the eight schools of magic in D&D, focused on changing the properties of an object, creature, or environment.

D&D Monsters
Glossary

  1. AC (Armor Class): The difficulty to hit a creature with an attack, represented as a number that an attack roll must equal or exceed.

  2. Beast: A type of creature in D&D that represents animals and similar non-humanoid creatures.

  3. Celestial: A type of creature from the Upper Planes, often associated with good alignment, such as angels.

  4. Challenge Rating (CR): A numerical rating of a monster's power and threat level, used to help Dungeon Masters balance encounters.

  5. Construct: A type of creature that is artificially constructed, such as golems. Constructs often have immunity to certain conditions.

  6. Dragon: A powerful, intelligent type of creature known for their breath weapons and often the ability to fly.

  7. Elemental: A type of creature made up of one of the four classical elements: air, earth, fire, or water.

  8. Fiend: A type of creature from the Lower Planes, often associated with evil alignment, such as demons and devils.

  9. Hit Dice (HD): The dice rolled to determine a monster's hit points.

  10. Hit Points (HP): The amount of damage a monster can take before it is killed.

  11. Immunity: A condition or type of damage that a creature is unaffected by.

  12. Legendary Actions: Special actions that some powerful creatures can take outside of their turn.

  13. Monstrosity: A type of creature in D&D that represents monsters that are not classified by other types.

  14. Multiattack: A feature of many monsters that allows them to make multiple attacks in one action.

  15. Resistance: A type of damage that a creature takes half damage from.

  16. Saving Throw: A roll made by a creature to resist or reduce the effect of a spell, trap, or other harmful effect.

  17. Speed: The distance a creature can move in one round.

  18. Undead: A type of creature that was once alive and has been brought back to life by necromantic magic, such as zombies or ghosts.

  19. Vulnerability: A type of damage that a creature takes double damage from.

  20. Weapon Attack: An attack made with a weapon, whether melee or ranged. Many monsters have natural weapons such as claws or teeth.

D&D Encounters and Combat Glossary

  1. Action: The primary thing a character or creature can do on their turn, such as attacking or casting a spell.

  2. Advantage/Disadvantage: A mechanic where two d20s are rolled, and the higher (advantage) or lower (disadvantage) result is used.

  3. Attack of Opportunity: A special melee attack that a creature can make against another creature when it leaves its reach, usually provoked by movement.

  4. Battle Grid: A grid of squares or hexes used to represent the battlefield in a D&D game, typically used in conjunction with miniatures.

  5. Bonus Action: A type of action that is less substantial than a full action, used for certain abilities and spells.

  6. Critical Hit (Crit): A successful attack roll of natural 20, usually resulting in double damage.

  7. Cover: A mechanic that provides a bonus to Armor Class when a character or creature is behind an obstacle.

  8. Disengage: An action that allows a character to move without provoking attacks of opportunity.

  9. Dodge: An action that a character can take to make themselves harder to hit, causing attackers to have disadvantage.

  10. Flanking: A combat strategy where two or more allies position themselves on opposite sides of an enemy to gain an advantage.

  11. Initiative: A mechanic determining the order of turns in combat, usually decided by a d20 roll plus Dexterity modifier at the start of an encounter.

  12. Melee Attack: An attack made with a weapon against a target within reach, or a hand-to-hand attack.

  13. Opportunity Attack: Also known as an attack of opportunity, this is a special melee attack that can be made against a creature when it leaves your reach.

  14. Ranged Attack: An attack made with a weapon that can hit a target at a distance, such as a bow or a thrown weapon.

  15. Reaction: A special type of action that can be taken in response to a specific trigger, even if it's not your turn.

  16. Ready: An action that allows a character to prepare to respond to a specific trigger.

  17. Round: A cycle in combat where each character or creature takes their turn.

  18. Surprise: A state in which a creature is caught off guard at the start of an encounter, often due to a successful Stealth check, and can't move or act on their first turn.

  19. Turn: The portion of each round during which a character or creature can move and act.

  20. Unconscious: A state in which a creature is incapacitated, often due to falling to 0 hit points, and can't move or act.

D&D Skills Glossary
 

  1. Ability Score: The numerical representation of a character's physical and mental attributes, which are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

  2. Acrobatics: A Dexterity-based skill that covers activities like balance, flips, rolls, and other feats of agility.

  3. Animal Handling: A Wisdom-based skill used for calming, controlling, or understanding animals.

  4. Arcana: An Intelligence-based skill used for recalling information about spells, magic items, eldritch symbols, magical traditions, and the planes of existence.

  5. Athletics: A Strength-based skill used for climbing, jumping, swimming, and other physical activities.

  6. Charisma Check: A check made to determine the success of activities like persuasion, deception, or performance, using the character's Charisma skill.

  7. Deception: A Charisma-based skill used when trying to convincingly hide the truth.

  8. Dexterity Check: A check that measures a character's agility, reflexes, and balance.

  9. Insight: A Wisdom-based skill used to determine true intentions, detect lies, or predict someone's next move.

  10. Intimidation: A Charisma-based skill used for coercing someone through threats or menacing behavior.

  11. Investigation: An Intelligence-based skill used for looking around, finding clues, and making deductions based on those clues.

  12. Medicine: A Wisdom-based skill used for stabilizing dying companions, diagnosing illnesses, or understanding medical-related information.

  13. Nature: An Intelligence-based skill used to recall information about terrain, plants, animals, weather, and natural cycles.

  14. Perception: A Wisdom-based skill used for spotting, hearing, or otherwise detecting the presence of something.

  15. Performance: A Charisma-based skill used for dancing, singing, storytelling, acting, or playing an instrument.

  16. Persuasion: A Charisma-based skill used for influencing others through tact, social graces, or good nature.

  17. Proficiency Bonus: A bonus added to a skill check if a character is proficient in that skill, which increases as the character levels up.

  18. Sleight of Hand: A Dexterity-based skill used for activities like pickpocketing, tricking, or performing close-up magic.

  19. Stealth: A Dexterity-based skill used for activities like hiding, moving silently, or sneaking up on someone.

  20. Survival: A Wisdom-based skill used for following tracks, hunting wild game, guiding a group through frozen wastelands, identifying signs that owlbears live nearby, or avoiding quicksand and other natural hazards.

D&D DMing Glossary
 

  1. Adventure: A single story or quest which the Player Characters (PCs) undertake.

  2. Campaign: A series of adventures that make up a larger story, often involving the same characters over a long period of time.

  3. Dungeon Master's Guide (DMG): One of the three core rulebooks for D&D, containing rules, advice, and tools for the Dungeon Master.

  4. Encounter: An event or situation that the PCs interact with, often involving combat, but could also be a social interaction or a puzzle.

  5. Fudge: When a DM alters a die roll, rule, or outcome to improve the game experience.

  6. Homebrew: Custom content created by the DM or players, such as new races, classes, monsters, or entire campaign settings.

  7. House Rule: A modification to the official game rules agreed upon by the DM and players.

  8. Metagaming: When a player uses knowledge that their character wouldn't have in the game world to influence their actions.

  9. Non-Player Character (NPC): Any character in the game world that is controlled by the DM rather than a player.

  10. Player's Handbook (PHB): One of the three core rulebooks for D&D, containing the primary rules and options for players to create their characters.

  11. Railroading: When a DM strictly guides the players along a predetermined path, limiting player agency and choice.

  12. Random Encounter: An unplanned encounter, often determined by a dice roll on a pre-made table.

  13. Sandbox: A style of campaign where the players have the freedom to go wherever they want and do whatever they like, within the boundaries of the game world.

  14. Session: A single meeting or episode of the game, typically lasting a few hours.

  15. Session Zero: The initial session where the DM and players discuss the campaign, establish house rules, and create their characters.

  16. Story Hook: A plot device used to engage players in the adventure, such as a mission given by an NPC, a mysterious letter, or a sudden attack.

  17. Theater of the Mind: A style of play where the action is described verbally instead of being represented on a grid or battle map.

  18. Total Party Kill (TPK): When all player characters are killed, leading to the end of the adventure or even the campaign.

  19. World Building: The process of creating the setting of the campaign, including geography, history, cultures, and societies.

  20. XP (Experience Points): A numerical system for tracking character progress. Characters earn XP for overcoming challenges, and earning enough XP results in leveling up.

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