Index of Terms

Abbreviations of D&D Book Titles

Abilities

Ability Check

Ability Check - Advantage & Disadvantage

Ability Check Needed?

Ability Modifier

     Attack Roll

     Damage

     Spellcasting

     Table

Ability to See

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Acid

Acrobatics

Actions

Advantage

Advantage & Disadvantage

     Ability Checks

     Attack Rolls

     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

     General/Table

     Light Armor

     Medium Armor

     Heavy Armor

     Dexterity Modifier

     Don/Doff

     Encumbrance

     Proficiency

     Speed

     Stealth     

Armor Class (AC)

Arrows

Attack Action

Attack of Opportunity

Attack Roll

Attack Roll - Advantage & Disadvantage

Attacking while in a Creature's Space

Attunement

Background

     Character Background (General)

     List of Character Backgrounds

Backpack

     Price and Weight

     Carrying Capacity 

Bag of Holding

Base Walking Speed

Bind a Prisoner

Bless Spell

Blinded

Blindsight

Blog

Bolts (Crossbow)

Bonds

Bonus Actions

Boots of Speed

Break an Object

Break Door 

Break Fee of Bonds

Breaking Up a Move

Bullets (Sling)

Buying Equipment, Goods & Services

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

Chain, Break Fee of

Chaotic v. Lawful

Chaotic Good v. Lawful Good

Character Alignment

Character Background

     General 

     List of Character Backgrounds

Character Identity

     Alignment

     Background

     Character Class

     Personal Characteristics

     Race

     Sex

Charisma (Skill) Check

Charm Person Spell

Charmed

Check for Traps

Chime of Opening

Clear Path of  Spell

Climate

Climb

Close Range

Coinage

Combat Round

Commodities

Communicate During Your Turn

Components, Spell

Components Pouch

Concentration

Conditions

Constitution Check

Constraints

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Containers (Backpack, Pouch, Chest, Bottle, Vial, etc.)

Contest

Cost of Equipment, Goods & Services

Cover

Crawl

Creature Size

Creature's Space

Critical Hit/Miss

Cunning Action

Cure Wounds Spells

Damage (Hit Point)

Damage (Subdual)

Damage an Object

Damage Types 

Dancing Sword

Darkness

Darkvision

Dash

Deafened

Death

Death Saving Throw

Deception Check

Detect Hiding Foe

Detect Lie

Detect Magic Spell

Detect Secret Door

Detect Something in Passing

Detect Trap

Dexterity Check

Dexterity (Skill) Check

Difficulty Class (DC)

     General/Table

     Spells

Difficult Terrain

Disable a Trap

Disadvantage

Disadvantage (In Attack)

Disarm a Magic Trap

Disease

Disengage

Dispel Magic Spell

Dodge

Dodge, Uncanny

Don/Doff Armor

Doors

     Break Down/Force Open

     Check for Traps

     Hidden Door

     Listen Through a Door

     Pick Lock

     Traps

Drawing Ammunition

Drink or Administer a Potion

Drinks

Druidic Language

Duration of Spell

Eldritch Storms

Elven Trance/Meditation (Sleep)

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Encumbrance, Armor

Encumbrance

Ending Your Move in a Creature's Space

Environment

Equipment (Goods & Services)

Equipment Packs

Exchange Rate (Coinage)

Exhausted

Expeditious Retreat Spell

Expenses

Extra Attack

Facing

Falling

Farm Animals (Price) 

Fighting while in a Creature's Space

Find Hidden Door

Find Something

Find Hidden Trap

Find Traps Spell

Flanking

Flying

Foiling a Trap

Food and Water (Sustenance)

Food, Drink & Lodging

Force Open Door

Frightened

Gear

Good Alignments

Goods

Grapple

Handcuffs

Haste Spell

Headbutt, Punch, Kick

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

     Task

Hidden Door

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 (Character)

     Alignment

     Background

     Character Class

     Personal Characteristics

     Race

     Sex

Immunity

Improvised Action

Improvised Weapons

Incapacitated

Initiative

Injury

Innate Spellcasting Ability

Insight Check

Inspiration

Instant Kill

Intelligence (Investigation) Check

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

Kick, Punch, Headbutt

Knock a Creature Out

Knock Spell

Lamp

Language, Druidic

Languages

Lantern

Lawful v. Chaotic

Lawful Good v. Chaotic Good

Lifestyles

Lifting and Carrying

Light

     Visibility

     Range

     Sources of Artificial Light - Details

     Sources of Light - Table

     Heavily Obscured Area

     Lightly Obscured Area

     Hide

     Cost of Torches, Lanterns, etc. 

Light Armor

Light Weapons

Lightly Obscured Area

Listen Check

Livestock (Price) 

Loading Ammunition

Lock

Lodging

Long Range

Long Rest

Madness

Magic Items

Magic Traps

Magic Weapon Bonus

Manacles

Martial Weapons

Maximum Hit Points

Medicine Check

Medium Armor

Melee Attack

Melee Weapons

Merchandise

Merchant Goods

Miscellaneous Goods

Miscellaneous Services

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

Nonlethal Damage

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

Personal Characteristics, Character

Persuasion Check

Pick Lock

Planes

Poison

Poisoned

Potion, Drink 

Potion of Healing

Pouch for Sling Bullets

Pouch for Spell Components

Prices

Price of Armor and Weapons

Proficiency

     Bonus

     Armor

     Skills

     Tools

     Weapons

Proficiency Bonus

Prone

Punch, Kick, Headbutt

Push Aside

Quiver, Case, Pouch

Race, Character

Range, Light

Range, Spell

Range, Weapon

Ranged Attack

Ranged Weapons

Reach

Reach Weapon

Reaction

Ready

Recovering Hit Points

Regeneration

Religion (Lore) Check

Resistance

Rest

     Long

     Short

Restrained

Resurrection

Retrieve a Potion

Retrieve a Weapon

Retrieve an Item

Ritual

Rope

Rope Bonds, Break Fee of

Rope of Climbing

Rounding

Saving Throw

Saving Throw, Advantage & Disadvantage

Schools of Magic

Search

Secure a Prisoner

Selling Magic Items

Selling Treasure

Services (Miscellaneous)

Services (Spellcasting)

Sex, Character

Shield

Shield of Faith Spell

Shield Spell

Short Rest

Shove

Simple Weapons

Skills

Sleep

Sleeping in Armor

Slight of Hand

Small Space

Sneak Attack

Social Interaction

Sources of Artificial Light Details

Sources of Light Table

Space, Creature's

Special Properties, Weapons

Special Senses

Special Weapons

Speed

Spells

     Cast a Spell

     Ability Modifier

     Spellcasting Focus

     Area of Effect

     Casting Time

     Clear Path

     Components

     Difficulty Class (DC)

     Duration

     Level

     Range

     Slot

     Target

     Spellcasting Services

Spellcasting Ability Modifier 

Spellcasting Focus

Spellcasting Services

Spices (Price)

Squeezing into a Small Space

Stabilize 

Stable

Stairs

Stealth

Stealth and Armor

Strength Check

Strength (Skill) Check

Stunned

Subdual Damage

Suffocating

Supernatural Regions

Supplies

Surprise

Survival Check

Swimming

Switch Weapons

System Reference Document 5.1

Target, Spell

Telepathy

Temporary Hit Points

Terrain, Difficult 

Textile Prices

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

     Overview/Table

     Price

     Proficiency

     Damage (Baseline, Damage Type)

     Weapons Properties

     Melee

     Ranged

     Simple

     Martial

     Improvised

     Light

     Heavy

     Ammunition

     Reach

     Magical Weapons

     FAQ

     Special

Weapons FAQ

Weapons Proficiency

Weapons Properties

Weapons Table

Weather

Wisdom (Perception) Check

Wisdom (Skill) Check

Working Together

Wriggle Free of Bonds

0 Hit Points