Index of Terms

Abilities

Ability Check

Ability Check, Advantage & Disadvantage

Ability Check Needed?

Ability Modifier

Ability Modifier, Attack Roll

Ability Modifier, Spellcasting

About

Acid

Acrobatics

Actions

Advantage

Advantage & Disadvantage, Ability Checks

Advantage & Disadvantage, Attack Rolls

Advantage & Disadvantage, Saving Throws

Adventuring Gear 

Alchemist's Fire

Alignment

Ammunition

Animal Handling

Arcana (Lore) Check

Arcane Focus

Arcane Lock Spell

Area of Effect of Spell

Armor

Armor, Light

Armor, Medium

Armor, Heavy

Armor Class (AC)

Armor and Dexterity Modifier

Armor and Speed

Armor and Stealth

Armor Proficiency

Attack Action

Attack of Opportunity

Attack Roll

Attack Roll, Advantage & Disadvantage

Attunement

Bag of Holding

Base Walking Speed

Bind a Prisoner

Blinded

Blindsight

Blog

Bonus Actions

Boots of Speed

Break an Object

Break Door 

Breaking Up a Move

Buying Equipment

Buying Magic Items

Bypass a Trap

Calculating HP Damage

Candle

Cantrip

Carrying Capacity

Case of Crossbow Bolts

Cast Spell

Casting in Armor

Casting Time

Chain

Chaotic v. Lawful

Chaotic Good v. Lawful Good

Charisma (Skill) Check

Charm Person Spell

Charmed

Chime of Opening

Clear Path of  Spell

Climate

Climb

Coinage

Combat Round

Communicate During Your Turn

Components, Spell

Components Pouch

Concentration

Conditions

Constitution Check

Contact GM Companion 5e

Containers

Contest

Cover

Crawl

Creature Size

Critical Hit/Miss

Cunning Action

Cure Wounds Spells

Damage (Hit Point)

Damage an Object

Damage Types 

Dancing Sword

Darkness

Darkvision

Dash

Deafened

Death

Death Saving Throw

Deception Check

Detect Hiding Foe

Detect Magic Spell

Detect Secret Door

Detect Trap

Dexterity Check

Dexterity (Skill) Check

Difficulty Class (DC)

Difficulty Class (DC), Spell

Difficult Terrain

Disable a Trap

Disadvantage

Disadvantage (In Attack)

Disarm a Magic Trap

Disease

Disengage

Dispel Magic Spell

Dodge

Dodge, Uncanny

Don/Doff Armor

Drink or Administer a Potion

Drinks

Druidic Language

Duration of Spell

Eldritch Storms

Email GM Companion 5e

Encumbrance, Armor

Encumbrance

Environment

Equipment

Equipment Packs

Exhausted

Expeditious Retreat Spell

Expenses

Extra Attack

Facing

Falling 

Find Hidden Door

Find Hidden Trap

Find Traps Spell

Flanking

Flying

Foiling a Trap

Food and Water (Sustenance)

Food, Drink & Lodging

Force Open Door

Frightened

Good Alignments

Grapple

Handcuffs

Haste Spell

Healing

Healer's Kit

Healing Death

Healing Hit Points

Healing Non-Hit Injury

Healing Potions

Heavily Obscured Area

Heavy Armor

Heavy Weapon

Help Action (Attack)

Help Action (Task)

Hide

History (Lore) Check

Hit Dice

Hit Point Damage

Hit Points

Holy Symbol

Holy Water

Horses

Identify a Creature

Identify a Magic Item

Identify a Spell

Identify Spell

Identity

Immunity

Improvised Action

Improvised Weapons

Incapacitated

Initiative

Injury

Innate Spellcasting Ability

Insight Check

Inspiration

Instant Kill

Intelligence (Skill) Check

Interact with 1 Object

Interact with Objects

Intimidation Check

Investigation Check

Investigation v. Perception

Invisible

Invisible Attacker

Invisible Target

Jump, High

Jump, Long

Knock a Creature Out

Knock Spell

Lamp

Language, Druidic

Languages

Lantern

Lawful v. Chaotic

Lawful Good v. Chaotic Good

Lifestyles

Lifting and Carrying

Light

Light Armor

Light Weapons

Lightly Obscured Area

Listen Check

Lock

Lodging

Madness

Magic Items

Magic Traps

Magic Weapon Bonus

Manacles

Martial Weapons

Maximum Hit Points

Medicine Check

Medium Armor

Melee Attack

Melee Weapons

Monsters

Monster Size

Monster Types

Moon (full)

Mounts & Vehicles

Move

Moving Through a Creature's Space

Natural Hazards

Nature (Lore) Check

Neutral (Moral) Alignments

Night-Time

Objects, Interact with

Obstruct a Trap

Occupying Somebody's Space

Oil

Open Gaming License

Opportunity Attack

Other Tasks

Paralyzed

Parleying with Monsters

Passive Check

Perception Check

Performance Check

Petrified

Perception v. Investigation

Persuasion Check

Pick Lock

Planes

Poison

Poisoned

Potion, Drink 

Potion of Healing

Pouch for Sling Bullets

Pouch for Spell Components

Price of Armor and Weapons

Proficiency

Proficiency, Armor

Proficiency, Skills

Proficiency, Tools

Proficiency, Weapons

Proficiency Bonus

Prone

Quiver, Case, Pouch

Race

Range, Spell

Range, Weapon

Ranged Attack

Ranged Weapons

Reach

Reach Weapon

Reaction

Ready

Recovering Hit Points

Regeneration

Religion (Lore) Check

Resistance

Rest, Long

Rest, Short

Restrained

Resurrection

Retrieve a Potion

Retrieve a Weapon

Retrieve an Item

Ritual

Rope

Rope of Climbing

Saving Throw

Saving Throw, Advantage & Disadvantage

Schools of Magic

Secure a Prisoner

Selling Magic Items

Selling Treasure

Services

Shield

Shield of Faith Spell

Shield Spell

Shove

Simple Weapons

Skills

Sleeping in Armor

Slight of Hand

Small Space

Sneak Attack

Social Interaction

Space, Creature's

Special Properties, Weapons

Special Senses

Special Weapons

Speed

Spell, Cast a

Spell Area of Effect

Spell Casting Time

Spell Clear Path

Spell Components

Spell Difficulty Class (DC)

Spell Duration

Spell Level

Spell Range

Spell Slot

Spell Target

Spellcasting Ability Modifier 

Spellcasting Focus

Spellcasting Services

Squeezing into a Small Space

Stabilize 

Stable

Stealth

Stealth and Armor

Strength Check

Strength (Skill) Check

Stunned

Suffocating

Supernatural Regions

Surprise

Survival Check

Swimming

Switch Weapons

Target, Spell

Telepathy

Temporary Hit Points

Terrain, Difficult 

Thieves' Cant

Thieves' Tools

Thrown Property

Tie Up a Prisoner

Tools

Torch

Trade Goods

Traps

Traps, Magic

Tremorsense

Truesight

Twitter

Two-Weapon Fighting

Unaligned

Unarmed Strike

Uncanny Dodge

Unconscious

Unseen Attacker

Unseen Target

Use an Object Action

Use a Potion

Using a Magic Item

Vehicles

Vision Conditions

Visibility

Vulnerability

Water (Hydration)

Weapons, Heavy

Weapons, Improvised

Weapons, Light

Weapons, Martial

Weapons, Melee

Weapons, Ranged

Weapons, Reach

Weapons, Simple

Weapons, Special

Weapons FAQ

Weapons Proficiency

Weapons Special Properties

Weapons Table

Weather

Wisdom (Skill) Check

Working Together

0 Hit Points 

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