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Rules Glossary, Curses, Diseases & Species

One-page reference for D&D 5e rules terms, conditions, curses, diseases, and minor species variants. 26 glossary entries, 7 curses, 3 diseases, 5 species — every section is anchor-linked so spell pages can jump straight to the term you need.

Rules Glossary

The vocabulary that powers every spell, monster ability, and combat round. These short definitions are written for Doungim — link them in your own content under CC-BY-4.0 and credit Doungim, a TTRPG gaming console for D&D and other tabletop role-playing games.

Action Economy

Action
On your turn you get one Action plus a movement allowance. The Attack, Cast a Spell, Dash, Dodge, Disengage, Help, Hide, Ready, Search and Use an Object options each consume your single Action — pick one. Most spells with a 1-action casting time also use this slot.

Related: bonus action, reaction

Bonus Action
A bonus action is a separate, smaller pool of action: you can take one per turn, but only when a feature or spell specifically grants one. Casting a 1-bonus-action spell prevents you from casting any other leveled spell that turn except a cantrip with a 1-action casting time.

Related: action, reaction

Reaction
A reaction is an instant response triggered by a specific event (an attack roll, a spell being cast, an enemy moving). You only get one reaction per round and it refreshes at the start of your next turn. Opportunity Attack, Shield and Counterspell are the three most common.

Related: action, opportunity attack

Opportunity Attack
When a hostile creature you can see leaves your reach without Disengaging or teleporting, you can spend your reaction to make one melee attack against it. Many features (Sentinel feat, polearm reach, Cavalier marks) modify or trigger more opportunity attacks.

Related: reaction

Saves & Checks

Saving Throw
A saving throw is a d20 roll a creature makes to resist a spell or effect, adding their ability modifier and proficiency bonus if proficient. The DC is set by the spell or effect (the caster's spell save DC for spells). On a success, the listed half-or-no-effect outcome applies.

Related: spell save dc, saves

Spell Save DC
Your spell save DC = 8 + your proficiency bonus + your spellcasting ability modifier. This is the number any creature you target with a save-based spell must meet or beat on a d20 + their save bonus. Higher levels and stat bumps both raise it.

Related: saving throw

The Six Saving Throws
Every spell that imposes a save calls out one of the six ability scores: Strength (to resist physical force), Dexterity (to dodge area effects), Constitution (to shrug off internal damage), Intelligence (to repel mental intrusion), Wisdom (to resist charm/fear) and Charisma (to repel banishment and possession). Class proficiency in two of these is the headline distinction between casters and martials.

Related: saving throw, spell save dc

Spell Attack Roll
Some spells call for a spell attack roll instead of a save: d20 + your spellcasting ability modifier + proficiency bonus, compared to the target's AC. Crits double the damage dice as with weapon attacks. Cover applies normally.

Related: spell save dc

Conditions

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.
Charmed
A charmed creature can't attack the charmer or target them with harmful abilities or magical effects. The charmer also has advantage on any social-interaction ability check made against the creature. The charmed creature is fully aware after the effect ends — relationships do not survive.
Deafened
A deafened creature can't hear and automatically fails any ability check that requires hearing. Notably this blocks spells with verbal components from being heard (relevant for Counterspell and Silvery Barbs).
Frightened
A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight, and can't willingly move closer to the source. Many Wisdom-save spells (Fear, Cause Fear) and dragon Frightful Presence apply this.
Grappled
A grappled creature's speed becomes 0 and can't benefit from any bonus to speed. The condition ends if the grappler is incapacitated or moved out of reach. To escape, the grappled creature uses an action and wins a Strength (Athletics) or Dexterity (Acrobatics) check against the grappler's grapple DC.
Incapacitated
An incapacitated creature can't take actions or reactions. Many bigger conditions (Stunned, Paralyzed, Unconscious, Petrified) include Incapacitated as a sub-condition.
Invisible
An invisible creature is impossible to see without magic or a special sense. The creature has advantage on attack rolls; attack rolls against it have disadvantage. The creature can still be heard, smelled, or tracked.
Paralyzed
A paralyzed creature is incapacitated, can't move or speak, and automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage, and any attack that hits is a critical hit if the attacker is within 5 feet.
Petrified
A petrified creature is transformed, along with any nonmagical objects it's wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten and it ceases aging. It's incapacitated, can't move or speak, and unaware of its surroundings.
Poisoned
A poisoned creature has disadvantage on attack rolls and ability checks. Poison damage is the most-resisted damage type at high CR, but the Poisoned condition itself can land on bosses via spells like Eldritch Smite riders and assassin abilities.
Prone
A prone creature's only movement option is to crawl, unless it stands up (costs half its movement). It has disadvantage on attack rolls. Attack rolls against the creature have advantage if the attacker is within 5 feet, otherwise disadvantage.
Restrained
A restrained creature's speed becomes 0 and it can't benefit from any bonus to speed. Attack rolls against it have advantage; its attack rolls have disadvantage. It has disadvantage on Dexterity saving throws. Web, Entangle, and grappling all impose this.
Stunned
A stunned creature is incapacitated, can't move, and can speak only falteringly. It automatically fails Strength and Dexterity saving throws. Attack rolls against it have advantage. Stunning Strike (monk) is the most common application.
Unconscious
An unconscious creature is incapacitated, can't move or speak, and is unaware of its surroundings. It drops whatever it's holding and falls prone. Strength and Dexterity saves auto-fail; attacks against it have advantage and crit at 5 ft. Sleep, Power Word Sleep and being dropped to 0 HP all apply this.
Exhaustion
Exhaustion is the cumulative condition — six levels, each worse than the last. Level 1 = disadvantage on ability checks; level 2 = speed halved; level 3 = disadvantage on attacks and saves; level 4 = HP maximum halved; level 5 = speed 0; level 6 = death. A long rest removes one level (or more if food/water requirements met).

Casting

Concentration
Many of the strongest spells require concentration. You can only concentrate on one such spell at a time; casting a second drops the first. Taking damage forces a Constitution save (DC 10 or half the damage taken, whichever is higher). Falling unconscious or being incapacitated ends concentration immediately.

Related: saving throw

Rests

Long Rest
A long rest is at least 8 hours of light activity — up to 2 hours of which can be standing watch — followed by no fighting. At the end you regain all hit points, all spell slots, and most expended class features (Channel Divinity uses, Bardic Inspiration, Fighter action surges, sorcery points, etc.).

Related: short rest

Short Rest
A short rest is a period of at least 1 hour of light activity (eating, binding wounds, reading). You can spend Hit Dice to heal during this time. Warlock spell slots, Monk Ki points, Bard Bardic Inspiration (level 5+), Fighter Second Wind, and several class features recover on a short rest.

Related: long rest

Curses

Magical curses afflict a creature, item, or place. Most require remove curse, greater restoration, or destruction of the linked item to lift. Inflict them on PCs who break a paladin oath, steal from a witch, or read a forbidden tome.

Marked for Death

Target: Creature

Curse: Marked for Death; applies to creature. You are living on borrowed time, and death is eagerly awaiting its chance to claim you.

You are living on borrowed time, and death is eagerly awaiting its chance to claim you

Death hangs over you, waiting to snatch you away. Creatures with Truesight see a shadowy figure hovering behind you at all times, its skeletal fingers held out as if ready to embrace you. Other creatures only feel a chill as you pass by, a vague sensation that something about you is wrong.

You make Death Saving Throws with disadvantage unless you have been anointed with holy water in the past hour by a cleric, paladin, or a religious official. Undead prioritize attacking you, when possible. When you are talking to a creature without Truesight you make Persuasion checks with disadvantage and Intimidation checks with advantage.

Curse of Knowledge

Target: Creature

Curse of Knowledge (curse, target creature) sits in the Doungim conditions catalogue. Each morning you will either be one of the smartest creatures in existence, or one of the dumbest.

Each morning you will either be one of the smartest creatures in existence, or one of the dumbest

You are blessed with great intelligence, but it comes to you rarely. When it doesn't, you are hobbled by a weak mind. At the end of every long rest, roll a d20. On a 18 or higher your Intelligence score becomes 30. On any other result, it becomes 4. Your Intelligence score cannot be modified by magic items until this curse is lifted; once it is, your base Intelligence score reverts to normal.

Curse of Peaks and Valleys

Target: Creature

Curse: Curse of Peaks and Valleys; applies to creature. Each morning you awake you are nearly reformed, your abilities never quite the same as they were before.

Each morning you awake you are nearly reformed, your abilities never quite the same as they were before

Each morning you awake you are nearly reformed, your abilities never quite the same as they were before. At the end of every long rest, roll 1d6 and consult the table below to identify one of your Ability Scores, then roll a second 1d6 to identify a second Score. Re-roll duplicates. Then roll 1d4; until the end of your next long rest, the first score is increased by that amount and the second is decreased by that amount.

Puppeteer's Mark

Target: Creature

Curse: Puppeteer's Mark; applies to creature. You have been cursed by a Puppeteer and are slowly turning into a wooden puppet.

You have been cursed by a Puppeteer and are slowly turning into a wooden puppet

When you wake after your next long rest, you find yourself feeling stiff. Your movement speed is reduced by 5 feet and you subtract 1 from the result of your Dexterity saving throws, after adding your modifiers like normal. This effect worsens at the end of every subsequent long rest, reducing your movement by another 5 feet and subtracting an additional 1 from Dexterity saving throws. When your movement has been reduced by an amount equal to your normal movement speed (unassisted by spells, items, or magical effects), you turn into wood and become petrified.

Before you become petrified, the curse can be lifted by the Remove Curse spell. Once you have become petrified, the effect can only be reversed by the Greater Restoration spell or other sufficiently powerful magic such as an <link /i/almiraj-horn>Almiraj's Horn.</link>

When your movement has been reduced by 15 feet, your gain a +1 to AC. When it has been reduced by 20 feet this bonus increases to +2, and after 25 feet this bonus increases to +3.

Sea Hag's Curse

Target: Creature

Curse: Sea Hag's Curse; applies to creature. All that you drink turns to saltwater in your mouth.

All that you drink turns to saltwater in your mouth

The curse of a hag is not something to be trifled with, especially if it was uttered with the hag's dying breath.

A creature cursed by a sea hag suffers a life of unquenchable thirst. Everything they drink turns to saltwater in their mouths, not salted enough that they die from dehydration but enough that they never feel satisfied. This curse affects potions and poisons as well, nullifying their effects.

Soulshard Curse

Target: Item (Wearable)

Soulshard Curse is a curse aimed at item (wearable). An item containing a fragment of the soul of an evil wizard, vying to free itself and take your body for its own.

An item containing a fragment of the soul of an evil wizard, vying to free itself and take your body for its own

This item contains a fragment of the soul of its previous owner, a powerful necromancer from long ago that created the item as a safeguard against their death. The mage's soul has one remaining purpose: conquer the mind of whoever wears the item and return to the land of the living.

Whenever a creature touches the item, they feel compelled to put it on. The creature must succeed on a DC 15 Wisdom saving throw to resist the urge. Once they are wearing it they will refuse to take it off under any circumstances, defending it to the death if necessary. No magical effect forces the item to remain on its victim beyond this compulsion; it can be removed by any other creature if they can overpower its victim's attempts to keep it on, though that creature will feel the same compulsion as soon as they physically interact with the item.

A creature sleeping while wearing the item is troubled by nightmares, though not so badly that they are unable to successfully complete short or long rests. Each night, they dream of battling a mysterious wizard to the death. Whenever they complete a long rest, they must make a Wisdom saving throw. The DC of this save is 10 plus the number of previous times the character has failed the save. On a failure, the mage begins to exert control over their mind and the victim's begins to take on a growing number of the dead wizard's abilities and personality traits, as shown in the table below (the personality of the dead wizard is determined by the GM).

If your class grants you the ability to cast spells, use your normal spellcasting ability when casting these spells (if you have multiple classes like this, choose one). Otherwise, you cast these spells using Intelligence.

After five failures, the mage takes full control over the victim's body, and the victim dies. Over the next seven days, the body slowly morphs into the mage's original form. If the mage is killed before the seven days are up, the body can be used in spells that would bring the curse's victim back to life.

Wasting Curse

Target: Creature

Wasting Curse is a curse aimed at creature. It may take a while, but your death is inevitable.

It may take a while, but your death is inevitable

<i>Death is coming, whittling away at you bit by bit. You can stave it off, but you will feel its icy grip eventually.</i>

You cannot regain hit points through Short or Long Rests, and when you regain hit points from other sources you only regain half as many as you normally would (minimum 1). Whenever you finish a Long Rest, you lose 1d4 hit points.

Diseases

D&D diseases run from minor ailments to plagues that wipe villages. Use them to drive plot, force a detour to the cleric, or punish a failed investigation save.

Spore Sickness

Disease entry: Spore Sickness, severity high. A disease contracted by ingesting a rare fungal spore, which causes hallucinations and eventual madness.

A disease contracted by ingesting a rare fungal spore, which causes hallucinations and eventual madness.

Spore Sickness is contracted by ingesting or inhaling powered Mirror Moss, a rare fungus that camouflages itself with a naturally-occurring illusion. It causes creatures to see hallucinations and eventually go mad.

Creatures that ingest or inhale the fungus must succeed on a DC 18 Constitution saving throw or become infected. If infected, the creature is Poisoned for 1 hour with lingering symptoms beginning to appear after 2d4 hours.

The creature begins to see and hear things that aren't there. They have disadvantage on Perception and Insight checks.

One day after the creature is infected or after they take their next long rest, the symptoms grow worse. The hallucinations become more persistent and the creature begins to question what's real and what's fake. They are plagued with nightmares, and the line between dreaming and the waking world begins to blur. The creature must make a Constitution saving throw whenever they finish a long rest, with a DC equal to 12 plus the number of previous failures they have made on this check. On a failure, the creature only gains the benefits of a short rest, not a long one.

After three failed saving throws, the symptoms become overwhelming. The creature experiences the world as a chaotic mix of fact and fiction, unable to make their way in the world. Whenever the creature finishes a long rest, they must roll on the short-term madness table. Whatever effect is chosen lasts until they next finish a long rest. Unless they are cared for, they will likely not survive.

Curing the Disease

Spore Sickness can be cured by the Lesser Restoration spell while it is still in Phase 1, or the Greater Restoration spell once it has progressed to Phase 2. Once it has reached Phase 3, only the Wish spell or other incredibly powerful magic can cure the disease. However, there are other ways that some say can cure the disease at any stage:

  • From Whence It Came: Mirror Moss grows on the damp walls of jungle caves, where it hides itself from predators using its illusion magic. There is one creature that is known to thwart these defenses and can live quite happily in these caves, feasting on the normally-invisible Mirror Moss: the <link /creatures/scuttermite>Scuttermite</link>. They are rare but a druid may know where to find them, and an extract from their saliva may be able to counteract the sickness. But beware: Scuttermites aren't dangerous, but they are rarely the only creature that dwells in their caves...
  • Unicorn Tears: The healing properties found in <link /magic-items/unicorn-tears>Unicorn Tears</link> are known to have powerful curative properties. There are few diseases that they cannot purge from a creature, if the victim's heart is pure enough. If not, the consequences could be catastrophic...
  • Helpful Guardian: Guardian Nagas are well-versed in all manner of protective and healing magic and may be able to reverse the course of the disease. But they are also loathe to leave their domains, so you will need to bring the infected to them for treatment. Unfortunately, they are rarely in a location that is easily reached...
  • Cleansing Waters: There are stories of a magical pool that sits at a convergence between the Fey Realm and the Plane of Water, and submersing a creature in this water is said to cure any disease and heal any wound. The location of the pool has been lost for centuries, but recently there have been rumors that someone is claiming to have seen it...

Mindroot Spores

Mindroot Spores is a disease at high severity. Welcome to the hive mind.

Welcome to the hive mind

You have been infected with Mindroot Spores and are on the path to becoming a member of the hive mind.

You start at stage 1. At the end of every hour, you must make a DC Wisdom saving throw or progress to the next stage of the disease:

The spell or any effect that would cure a disease will revert you to a previous stage, only curing you if you are at stage 1. Additionally, you are cured if the <link /creatures/mindroot-queen>Mindroot Queen</link> that is the heart of the hive that infected you is killed.

The Diminishing

The Diminishing is a disease at high severity. A slow but steady death.

A slow but steady death

When you finish a Long Rest, your Constitution score is reduced by 1. If it is reduced to 0, you die.

Any creature that starts their turn within 5 feet of an infected creature must make a DC 2 Constitution saving throw. On a failure, they contract the disease as well.

The spell or any effect that would cure a disease will increase your Constitution by 2, up to a max of your original score. If your Constitution reaches your original score, you are cured.

Species (Variants & Subspecies)

Doungim minor-species variants. The official 2024 PHB renamed "races" to "species" — these entries cover variants and subspecies that sit alongside the PHB's standard lineup.

Deep Dragonborn

Subspecies

Species: Deep Dragonborn (subspecies). A dragonborn whose ancestry comes from the dragons that dwell deep underground.

A dragonborn whose ancestry comes from the dragons that dwell deep underground

5e14

  • Blindsight: The dragons that dwell in the deepest caverns no longer need their eyes at all. You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range unless the creature successfully hides from you.
  • Superior Darkvision: Accustomed to living deep underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Sunlight Sensitivity: You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
  • Psychic Resistance: You have gained resistance to Psychic damage from a lifetime spent among the nightmare spores of your kin.

5e24

  • Blindsight: The dragons that dwell in the deepest caverns no longer need their eyes at all. You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range unless the creature successfully hides from you.
  • Superior Darkvision: Accustomed to living deep underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Psychic Resistance: You have gained resistance to Psychic damage from a lifetime spent among the nightmare spores of your kin.

Deep Halfling

Subspecies

Subspecies; Deep Halfling sits in the Doungim species catalogue. A halfling whose ancestors made their home underground long ago.

A halfling whose ancestors made their home underground long ago

5e14

Ability Score Increase: Your Wisdom score increases by 1.

  • Sunlight Sensitivity: You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.

Gufihtar

Subspecies

Gufihtar is a subspecies species entry. Feral gnomes that have been twisted by dark magic deep underground.

Feral gnomes that have been twisted by dark magic deep underground

5e24

Ability Score Increase: Your Dexterity score increases by 1.

  • Superior Darkvision: Your darkvision has a radius of 120 feet.
  • Beast Tongue: You can communicate with ordinary bats and rats, as well as giant bats and giant rats. Your affinity for these beasts allow you to ride giant rats as a mount.
  • Additionally, you always have the Animal Messenger spell prepared. You can cast it without a spell slot once per long rest, or with spell slots you have that are at least second level. When cast without a spell slot, you may only cast the spell on a Tiny rat or bat.
  • Overbearing Pack: You have advantage on Strength (Athletics) checks to shove a creature if at least one of your allies is within 5 feet of the target and the ally isn't Incapacitated.
  • Sharp Teeth: You have long, needle-like teeth (see Feeding Frenzy).
  • Net Proficiency: Years of hunting for food dark caves has made you proficient with nets.

5e14

Ability Score Increase: Your Dexterity score increases by 1.

  • Superior Darkvision: Your darkvision has a radius of 120 feet.
  • Sunlight Sensitivity: You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
  • Beast Tongue: You can communicate with ordinary bats and rats, as well as giant bats and giant rats. Your affinity for these beasts allow you to ride giant rats as a mount.
  • Additionally, you always have the Animal Messenger spell prepared. You can cast it without a spell slot once per long rest, or with spell slots you have that are at least second level. When cast without a spell slot, you may only cast the spell on a Tiny rat or bat.
  • Overbearing Pack: You have advantage on Strength (Athletics) checks to shove a creature if at least one of your allies is within 5 feet of the target and the ally isn't Incapacitated.
  • Sharp Teeth: You have long, needle-like teeth (see Feeding Frenzy).
  • Net Proficiency: Years of hunting for food dark caves has made you proficient with nets.

Quasit

Species

Quasit is a species species entry. Terrorize your fellow party members as a tiny demon shapechanger.

Terrorize your fellow party members as a tiny demon shapechanger

5e14

Ability Score Increase: When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20. / Additionally, you are limited by your tiny size: you cannot choose Strength as one of the ability scores to increase.

Redcap

Subspecies

Subspecies; Redcap sits in the Doungim species catalogue. A fey gnome that is perpetually on the brink of bloodlust.

A fey gnome that is perpetually on the brink of bloodlust

Any

Ability Score Increase: Your Strength score increases by 1. Additionally, you make Grapple and Shove attacks as if your size is Medium.

  • Fond of Throwing: You may add your Proficiency Bonus to your attack roll when you are throwing an improvised weapon.
  • Short Arms, Long Reach: You gain proficiency with Sickles and any weapon with the Reach property (Glaive, Halberd, Lance, Pike, Whip).
  • Ironshod: You have a lifetime of experience wearing heavy iron boots. You ignore disadvantage on Stealth checks imposed by wearing heavy armor or <link /i/iron-boots>Iron Boots</link>.
  • Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • Lost Tooth: One minute after you die, your one long tooth falls out. This <link /i/redcap-tooth>Redcap Tooth</link> is not restored if you are brought back to life by any method other than the True Resurrection or Wish spells, but you can reattach the tooth if you have it in your possession. While it is separated from you, you are drawn to it and are aware of its direction and distance from you at all times.
  • You may also use your action to rip the long tooth from your mouth. If you do, take 2d6 piercing damage.