System Reference Document 5.2.1
176
Rules Glossary
Glossary Conventions
The glossary uses the following conventions:
Tags in Brackets. Some entries have a tag in brack -
ets 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 else -
where—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 defini -
tions of current rules terms only. If you’re looking 
for a term from an earlier version of the fifth edi -
tion rules, consult the index.
Abbreviations.  The abbreviations listed below ap -
pear 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 Ritual
S 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, Dex -
terity, Constitution, Intelligence, Wisdom, and 
Charisma—each of which has a corresponding mod -
ifier. 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 Dis -
advantage 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 al -
low 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 ad -
venturing party, your friend, on your side in combat, 
or a creature that the rules or the GM designates as 
your ally.
