Glossary
A collection of game specific terms to help you better understand the rules and mechanics of play.
Last updated
A collection of game specific terms to help you better understand the rules and mechanics of play.
Last updated
Ability Check - An ability check is the most common way activities are resolved in the realm. When Airoh asks you to roll an ability check, roll a d20 and add the relevant modifiers, if any.
Action - See
Advantage - If Airoh or an ability mentions that you have "advantage"; it means that when you roll the associated d20, roll twice and use the higher of the two rolls. Advantage does not stack, and it cancels out with disadvantage.
Attack Roll - To make an attack roll, roll a d20 and add the appropriate modifiers if any. If the total of the roll plus modifiers equals or exceeds the target's Armor Class (AC), the attack hits.
Blinded - A blinded creature can't see and automatically fails any ability check that requires sight. Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
Bonus Action - See
Cooldown - Different casts and abilities require a period of time after use to recharge before they can be used again. This is referred to as a "cooldown". The most common cooldowns are "3 rounds", "5 rounds", and "once per session". The cooldown timer starts as soon as the ability or cast is used.
Critical Hit - When you score a critical hit, you do extra damage to the enemy. Roll your normal damage dice, then double it. The most common way to get a critical hit is by rolling a "natural twenty" on your attack roll.
Disadvantage - If Airoh or an ability mentions that you have "disadvantage"; it means that when you roll the associated d20, roll twice and use the lower of the two rolls. Disadvantage does not stack, and it cancels out with advantage.
Frightened - A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can't willingly move closer to the source of its fear.
Grappled - A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
Natural 20 - When you roll a d20 and get a 20 without using any modifiers.
Opportunity Attack - You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature.
Prone - A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. Standing up uses half of your movement speed. The creature has disadvantage on attack rolls. An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
Reaction - A reaction is a unique action because it only happens in response to something else. A reaction will specify what it is triggered by. You can only take one reaction per round.
Restrained - A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. The creature has disadvantage on Dexterity saving throws.
Saving Throw - A saving throw is a lot like an ability check. Airoh will ask you to roll a saving throw when your character is in danger of some kind of hostile effect. To roll a saving throw roll a d20 and apply the relevant modifiers, if any.
Stunned - A stunned creature can't take actions or reactions, can't move, and can speak only falteringly. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage.
Unconscious - An unconscious creature can't take actions or reactions and can't move or speak. The creature drops whatever it's holding and falls prone. The creature automatically fails Strength and Dexterity saving throws and Attack rolls against the creature have advantage. Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. When you drop to 0 HP, you fall unconscious.