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
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Arcane SpellsPretty much any spell not derived from a divine source. They tend to have more variety and dramatic effects.
BarbarianA primarily melee combatant who makes a good guardian for other players. They can enter a temporary rage.
BardA versatile class that uses both combat and magic. They offer buffs (status bonuses) for party members and can apply debuffs (status impairments) to enemies.
BotchWhen a player or DM rolls a 1, it leads to a critical failure, usually with dire (or hilarious) consequences.
ChaoticFree-spirited and sometimes unpredictable. Can also be reckless or reactionary.
ClericPriests 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 SpellsMagic drawn from holy sources or deities. Tends to focus on protection and healing.
DragonbornHumanoid descendants of the greater Dragon God.
Drow`Dark elves” with ebony skin and white hair. Usually evil and residing in the Underdark.
DruidNature attuned mages with the ability to transform into animals.
DwarfA stout and hearty humanoid, usually bearded.
EffectsElemental or status-effecting outcomes of a spell such as electricity, poison, or fear.
ElfLong-lived and graceful humanoids with signature pointed ears. There are several possible variations of elves.
EvilWicked and often selfish or oppressive.
FeatAdditional abilities players can acquire to improve their combat and skill checks.
FighterA versatile, weapon-oriented warrior.
GnomeSmall humanoids with an affinity for magic and illusions.
GoliathBlue-gray giants and the largest playable race.
GoodHaving a respect for life, altruism, and selflessness.
Half-ElfA mix race of humans and elves. They have low-light vision and immunity to sleep effects.
HalflingHumanoids of half normal human size who are well suited for the art of thievery.
Half-OrcA blend of orcs and humans. They tend to be large and strong, but more agile than full orcs.
Hit PointsThe amount of health a player has. Damage decreases hit points and incapacitates the player at zero.
HumanPretty self-explanatory. They are very diverse and can play just about any role.
InitiativeThe order in which players and enemies take their turns in combat.
LawfulAbides by a core morality or honor system. Can also be judgmental and close-minded.
MeleeClose combat using striking, slashing, or piercing weapons.
MonkA martial artist who specializes in unarmed combat.
NeutralA balance between Lawful & Chaotic or Good & Evil.
PaladinA holy knight of a chosen deity, usually committed to the path of righteousness.
RageA Barbarian skill that can add bonuses to Strength, Constitution, and Will saving throws as well as temporarily increase hit points.
RangedCombat from a distance using bows, arrows, guns, thrown weapons, or magic.
RangerHunters and woodsmen, mainly skilled with bows, crossbows, or dual wielding.
RogueA stealthy fighter capable of disarming traps and sneak-attacking enemies.
Saving ThrowA roll of the die to determine if a player resists and effect.
Sneak AttackA special rogue attack that does massive damage when they surprise or flank an enemy.
SorcererA master of innate, arcane magic who does not need to memorize spells, but is limited in which spells they can cast.
Spell ComponentPhysical items required to cast a spell. Some DMs choose to omit this requirement.
TieflingA humanoid of demonic lineage (depending on the game edition) usually with horns, sharp teeth, and orb eyes.
WarlockA generally evil mage who invokes magic through pacts with supernatural entities.
WizardAn arcane spell caster who can choose to memorize different spells each day.