Copy of `Geeks and Sundry - Dungeons and Dragons glossary`

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Geeks and Sundry - Dungeons and Dragons glossary
Category: Hobbies and Crafts > Dungeons and Dragons
Date & country: 15/12/2017, USA
Words: 42


Arcane Spells
Pretty much any spell not derived from a divine source. They tend to have more variety and dramatic effects.

Barbarian
A primarily melee combatant who makes a good guardian for other players. They can enter a temporary rage.

Bard
A versatile class that uses both combat and magic. They offer buffs (status bonuses) for party members and can apply debuffs (status impairments) to enemies.

Botch
When a player or DM rolls a 1, it leads to a critical failure, usually with dire (or hilarious) consequences.

Chaotic
Free-spirited and sometimes unpredictable. Can also be reckless or reactionary.

Cleric
Priests and warriors who focus on divine magic. They make excellent healers and can often repel the undead.

Critical
(Crit) When a character rolls a natural 20 (or lower with certain feats or spells), they do bonus damage to the enemy.

Divine Spells
Magic drawn from holy sources or deities. Tends to focus on protection and healing.

Dragonborn
Humanoid descendants of the greater Dragon God.

Drow
`Dark elves” with ebony skin and white hair. Usually evil and residing in the Underdark.

Druid
Nature attuned mages with the ability to transform into animals.

Dwarf
A stout and hearty humanoid, usually bearded.

Effects
Elemental or status-effecting outcomes of a spell such as electricity, poison, or fear.

Elf
Long-lived and graceful humanoids with signature pointed ears. There are several possible variations of elves.

Evil
Wicked and often selfish or oppressive.

Feat
Additional abilities players can acquire to improve their combat and skill checks.

Fighter
A versatile, weapon-oriented warrior.

Gnome
Small humanoids with an affinity for magic and illusions.

Goliath
Blue-gray giants and the largest playable race.

Good
Having a respect for life, altruism, and selflessness.

Half-Elf
A mix race of humans and elves. They have low-light vision and immunity to sleep effects.

Halfling
Humanoids of half normal human size who are well suited for the art of thievery.

Half-Orc
A blend of orcs and humans. They tend to be large and strong, but more agile than full orcs.

Hit Points
The amount of health a player has. Damage decreases hit points and incapacitates the player at zero.

Human
Pretty self-explanatory. They are very diverse and can play just about any role.

Initiative
The order in which players and enemies take their turns in combat.

Lawful
Abides by a core morality or honor system. Can also be judgmental and close-minded.

Melee
Close combat using striking, slashing, or piercing weapons.

Monk
A martial artist who specializes in unarmed combat.

Neutral
A balance between Lawful & Chaotic or Good & Evil.

Paladin
A holy knight of a chosen deity, usually committed to the path of righteousness.

Rage
A Barbarian skill that can add bonuses to Strength, Constitution, and Will saving throws as well as temporarily increase hit points.

Ranged
Combat from a distance using bows, arrows, guns, thrown weapons, or magic.

Ranger
Hunters and woodsmen, mainly skilled with bows, crossbows, or dual wielding.

Rogue
A stealthy fighter capable of disarming traps and sneak-attacking enemies.

Saving Throw
A roll of the die to determine if a player resists and effect.

Sneak Attack
A special rogue attack that does massive damage when they surprise or flank an enemy.

Sorcerer
A master of innate, arcane magic who does not need to memorize spells, but is limited in which spells they can cast.

Spell Component
Physical items required to cast a spell. Some DMs choose to omit this requirement.

Tiefling
A humanoid of demonic lineage (depending on the game edition) usually with horns, sharp teeth, and orb eyes.

Warlock
A generally evil mage who invokes magic through pacts with supernatural entities.

Wizard
An arcane spell caster who can choose to memorize different spells each day.