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
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