D&D Companion
Player's Handbook 2026 — Notion
Player's Handbook 2026 > APPENDIX C: RULES GLOSSARY > GLOSSARY CONVENTIONS
glossary
55%
The glossary uses the following conventions:
• Tags in Brackets. Some entries have a tag in brackets after the entry's name, as in “Attack [Action].” A tag—Action, Area of Effect, Attitude, Condition, or Hazard—indicates that a rule is part of a family of rules. The tags also have glossary entries.
• “You.” The game's rules—in this glossary and elsewhere—often talk about something happening to you in the game world. That “you” refers to the creature or object that the rule applies to in a particular moment of play. For example, the “you” in the Prone condition is a creature that currently has that condition.
• “See Also.” Some glossary entries include a See also section that points to other entries in the glossary, to chapters in this book, or both.
• No Obsolete Terms. The glossary contains definitions of current rules terms only. If you're looking for a term from an earlier version of the fifth edition rules, consult the index.
• Abbreviations. The abbreviations listed below appear in this glossary and elsewhere in the rules.
AC: Armor Class Concentration: Material component CE: Chaotic Evil CG: Chaotic Good N: Neutral Ch: Charisma NE: Neutral Evil CN: Chaotic Neutral NPC: Nonplayer character Con: Constitution CP: Copper Piece(s) PB: Proficiency Bonus CR: Challenge Rating PP: Platinum Piece(s) DC: Difficulty Class Rit: Ritual Dex: Dexterity S: Somatic component DM: Dungeon Master EP: Electrum Piece(s) SP: Silver Piece(s) GP: Gold Piece(s) Str: Strength HP: Hit Point(s) V: Verbal component Int: Intelligence LE: Lawful Evil Wis: Wisdom LG: Lawful Good XP: Experience Point(s) * LN: Lawful Neutral
• Tags in Brackets. Some entries have a tag in brackets after the entry's name, as in “Attack [Action].” A tag—Action, Area of Effect, Attitude, Condition, or Hazard—indicates that a rule is part of a family of rules. The tags also have glossary entries.
• “You.” The game's rules—in this glossary and elsewhere—often talk about something happening to you in the game world. That “you” refers to the creature or object that the rule applies to in a particular moment of play. For example, the “you” in the Prone condition is a creature that currently has that condition.
• “See Also.” Some glossary entries include a See also section that points to other entries in the glossary, to chapters in this book, or both.
• No Obsolete Terms. The glossary contains definitions of current rules terms only. If you're looking for a term from an earlier version of the fifth edition rules, consult the index.
• Abbreviations. The abbreviations listed below appear in this glossary and elsewhere in the rules.
AC: Armor Class Concentration: Material component CE: Chaotic Evil CG: Chaotic Good N: Neutral Ch: Charisma NE: Neutral Evil CN: Chaotic Neutral NPC: Nonplayer character Con: Constitution CP: Copper Piece(s) PB: Proficiency Bonus CR: Challenge Rating PP: Platinum Piece(s) DC: Difficulty Class Rit: Ritual Dex: Dexterity S: Somatic component DM: Dungeon Master EP: Electrum Piece(s) SP: Silver Piece(s) GP: Gold Piece(s) Str: Strength HP: Hit Point(s) V: Verbal component Int: Intelligence LE: Lawful Evil Wis: Wisdom LG: Lawful Good XP: Experience Point(s) * LN: Lawful Neutral
Player's Handbook 2026 > Chapter 1: Playing the Game > Player or DM? > Rules Glossary
glossary
55%
If you read a rules term in this book and want to know its definition, consult the rules glossary, which is appendix C. This chapter provides an overview of how to play D&D and focuses on the big picture. Many places in this chapter reference that glossary.
Player's Handbook 2026 > APPENDIX C: RULES GLOSSARY > RULES DEFINITIONS > BONUS ACTION
glossary
46%
A Bonus Action is a special action that you can take on the same turn that you take an action. You can't take more than one Bonus Action on a turn, and you have a Bonus Action to take only if a rule explicitly says so. See also chapter 1 (“Actions”).
Player's Handbook 2026 > Chapter 7: Spells
rule
46%
This chapter gives rules for casting spells. It also includes descriptions of common spells in the worlds of DUNGEONS & DRAGONS. Those spells are used by many class features, magic items, and monsters.
Player's Handbook 2026 > Chapter 7: Spells > Casting Spells
rule
46%
Each spell description has a series of entries that provide the details needed to cast the spell. The following sections explain each of those entries, which follow a spell’s name.
Player's Handbook 2026 > Chapter 1: Playing the Game > Player or DM? > Exceptions Supersede General Rules
equipment
46%
General rules govern each part of the game. For example, the combat rules tell you that melee attacks use Strength and ranged attacks use Dexterity. That’s a general rule, and a general rule is in effect as long as something in the game doesn't explicitly say otherwise.
The game also includes elements—class features, feats, weapon properties, spells, magic items, monster abilities, and the like—that sometimes contradict a general rule. When an exception and a general rule disagree, the exception wins. For example, if a feature says you can make melee attacks using your Charisma, you can do so, even though that statement disagrees with the general rule.
The game also includes elements—class features, feats, weapon properties, spells, magic items, monster abilities, and the like—that sometimes contradict a general rule. When an exception and a general rule disagree, the exception wins. For example, if a feature says you can make melee attacks using your Charisma, you can do so, even though that statement disagrees with the general rule.
Player's Handbook 2026 > Chapter 7: Spells > Components
rule
46%
A spell’s components are physical requirements the spellcaster must meet to cast the spell. Each spell’s description indicates whether it requires Verbal (V), Somatic (S), or Material (M) components. If the spellcaster can’t provide one or more of a spell’s components, the spellcaster can’t cast the spell.
Player's Handbook 2026 > APPENDIX C: RULES GLOSSARY > RULES DEFINITIONS > AREA OF EFFECT
glossary
46%
The descriptions of many spells and other features specify that they have an area of effect, which typically has one of six shapes. These shapes are defined elsewhere in this glossary:
• Cone
• Cube
• Cylinder
• Emanation
• Line
• Sphere
An area of effect has a point of origin, a location from which the effect’s energy erupts. The rules for each shape specify how to position its point of origin. If all straight lines extending from the point of origin to a location in the area of effect are blocked, that location isn’t included in the area of effect. To block a line, an obstruction must provide Total Cover. See also “Cover.”
If the creator of an area of effect places it at an unseen point and an obstruction—such as a wall—is between the creator and that point, the point of origin comes into being on the near side of the obstruction.
• Cone
• Cube
• Cylinder
• Emanation
• Line
• Sphere
An area of effect has a point of origin, a location from which the effect’s energy erupts. The rules for each shape specify how to position its point of origin. If all straight lines extending from the point of origin to a location in the area of effect are blocked, that location isn’t included in the area of effect. To block a line, an obstruction must provide Total Cover. See also “Cover.”
If the creator of an area of effect places it at an unseen point and an obstruction—such as a wall—is between the creator and that point, the point of origin comes into being on the near side of the obstruction.
Player's Handbook 2026 > Chapter 3: Character Classes > Bard > Bard Features > Level 2: Expertise
feat
45%
You gain Expertise (see the rules glossary) in two of your skill proficiencies of your choice. Performance and Persuasion are recommended if you have proficiency in them.
At Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice.
At Bard level 9, you gain Expertise in two more of your skill proficiencies of your choice.
Player's Handbook 2026 > Chapter 3: Character Classes > Bard > Bard Spell List
class feature
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This section presents the Bard spell list. The spells are listed by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means Ritual, and M means it requires a Material component.
Player's Handbook 2026 > APPENDIX C: RULES GLOSSARY > RULES DEFINITIONS > ACTION
glossary
45%
On your turn, you can take one action. Choose which action to take from those below or from the special actions provided by your features. See also chapter 1 (“Actions”). These actions are defined elsewhere in this glossary:
• Attack
• Dash
• Disengage
• Dodge
• Help
• Hide
• Influence
• Magic
• Ready
• Search
• Study
• Utilize
• Attack
• Dash
• Disengage
• Dodge
• Help
• Hide
• Influence
• Magic
• Ready
• Search
• Study
• Utilize
Player's Handbook 2026 > Chapter 7: Spells > School of Magic
rule
45%
Each spell belongs to a school of magic. The schools are listed in the Schools of Magic table. These categories help describe spells but have no rules of their own, although some other rules refer to them.
Player's Handbook 2026 > Chapter 3: Character Classes > Paladin > Paladin Spell List
class feature
44%
This section presents the Paladin spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.
Player's Handbook 2026 > EMPOWERED SPELL Cost: 1 Sorcery Point When you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls. You can use Empowered Spell even if you've already used a different Metamagic option during the casting of the spell. > Wizard > Wizard > As a Multiclass Character
class feature
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• Gain the Hit Point Die from the Core Wizard Traits table.
• Gain the Wizard's level 1 features, which are listed in the Wizard Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
• Gain the Wizard's level 1 features, which are listed in the Wizard Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Player's Handbook 2026 > EMPOWERED SPELL Cost: 1 Sorcery Point When you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls. You can use Empowered Spell even if you've already used a different Metamagic option during the casting of the spell. > Wizard > Wizard > Wizard Spell List
rule
44%
This section presents the Wizard spell list. The spells are organized by spell level and then alphabetized, and each spell's school of magic is listed. In the Special column, C means the spell requires Concentration, R means it's a Ritual, and M means it requires a specific Material component.