Abbreviations of D&D Book Titles
Abilities
Ability Check
Ability Check - Advantage & Disadvantage
Ability Check Needed?
Ability Modifier
Attack Roll
Damage
Spellcasting
Table
Ability to See
Ability to See Details
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Acid
Acrobatics
Actions
Activate a Magic Item
Advantage
Advantage & Disadvantage
Ability Checks
Attack Rolls
Saving Throws
Adventuring Gear
Alchemist's Fire
Alignment
Ammunition
Animal Handling
Arcana (Lore) Check
Arcane Focus
Arcane Lock Spell
Area of Effect of Spell
Armor
General/Table
Light Armor
Medium Armor
Heavy Armor
Dexterity Modifier
Don/Doff
Encumbrance
Proficiency
Speed
Stealth
Armor Class (AC)
Arrows
Attack Action
Attack of Opportunity
Attack Roll
Attack Roll - Advantage & Disadvantage
Attacking while in a Creature's Space
Attunement
Background
Character Background (General)
List of Character Backgrounds
Backpack
Price and Weight
Carrying Capacity
Bag of Holding
Base Walking Speed
Bind a Prisoner
Bless Spell
Blinded
Blindsight
Blog
Bolts (Crossbow)
Bonds
Bonus Action
Boots of Speed
Break an Object
Break Door
Break Fee of Bonds
Breaking Up a Move
Bullets (Sling)
Buying Equipment, Goods & Services
Buying Magic Items
Bypass a Trap
Calculating HP Damage
Candle
Cantrip
Carrying Capacity
Case of Crossbow Bolts
Cast Spell
Casting in Armor
Casting Time
Chain
Chain, Break Fee of
Chaotic v. Lawful
Chaotic Good v. Lawful Good
Character Alignment
Character Background
General
List of Character Backgrounds
Character Identity
Alignment
Background
Character Class
Personal Characteristics
Race
Sex
Charisma (Skill) Check
Charm Person Spell
Charmed
Check for Traps
Chime of Opening
Clear Path of Spell
Climate
Climb
Close Range
Coinage
Combat Round
Commodities
Communicate During Your Turn
Components, Spell
Components Pouch
Concentration
Conditions
Constitution Check
Constraints
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Containers (Backpack, Pouch, Chest, Bottle, Vial, etc.)
Contest
Cost of Equipment, Goods & Services
Cover
Crawl
Creature Size
Creature's Space
Critical Hit/Miss
Cunning Action
Cure Wounds Spells
Damage (Hit Point)
Damage (Subdual)
Damage an Object
Damage Types
Dancing Sword
Darkness
Darkvision
Dash
Deafened
Death
Death Saving Throw
Deception Check
Details, Seeing
Detect Hiding Foe
Detect Lie
Detect Magic Spell
Detect Secret Door
Detect Something in Passing
Detect Trap
Dexterity Check
Dexterity (Skill) Check
Difficulty Class (DC)
General/Table
Spells
Difficult Terrain
Disable a Trap
Disadvantage
Disadvantage (In Attack)
Disarm a Magic Trap
Disease
Disengage
Dispel Magic Spell
Dodge
Dodge, Uncanny
Don/Doff Armor
Doors
Break Down/Force Open
Check for Traps
Hidden Door
Listen Through a Door
Pick Lock
Traps
Drawing Ammunition
Drink or Administer a Potion
Drinks
Druidic Language
Duration of Spell
Eldritch Storms
Elven Trance/Meditation (Sleep)
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Encumbrance, Armor
Encumbrance
Ending Your Move in a Creature's Space
Environment
Equipment (Goods & Services)
Equipment Packs
Exchange Rate (Coinage)
Exhausted
Expeditious Retreat Spell
Expenses
Extra Attack
Facing
Falling
Farm Animals (Price)
Fighting while in a Creature's Space
Find Hidden Door
Find Hidden Foe
Find Hidden Trap
Find Something
Find Traps Spell
Finesse Weapons
Flanking
Flying
Foiling a Trap
Food and Water (Sustenance)
Food, Drink & Lodging
Force Open Door
Frightened
Gear
Good Alignments
Goods
Grapple
Handcuffs
Haste Spell
Headbutt, Punch, Kick
Healing
Healer's Kit
Healing Death
Healing Hit Points
Healing Non-Hit Injury
Healing Potions
Heavily Obscured Area
Heavy Armor
Heavy Weapon
Help Action
Attack
Task
Hidden Door
Hide
History (Lore) Check
Hit Dice
Hit Point Damage
Hit Points
Holy Symbol
Holy Water
Horses
Identify a Creature
Identify a Magic Item
Identify a Spell
Identify Spell
Identity (Character)
Alignment
Background
Character Class
Personal Characteristics
Race
Sex
Immunity
Improvised Action
Improvised Weapons
Incapacitated
Initiative
Injury
Innate Spellcasting Ability
Insight Check
Inspiration
Instant Kill
Intelligence (Investigation) Check
Intelligence (Skill) Check
Interact with 1 Object
Interact with Objects
Intimidation Check
Investigation Check
Investigation v. Perception
Invisible
Invisible Attacker
Invisible Target
Jump, High
Jump, Long
Kick, Punch, Headbutt
Knock a Creature Out
Knock Spell
Lamp
Language, Druidic
Languages
Lantern
Lawful v. Chaotic
Lawful Good v. Chaotic Good
Lifestyles
Lifting and Carrying
Light
Visibility
Range
Sources of Artificial Light - Details
Sources of Light - Table
Heavily Obscured Area
Lightly Obscured Area
Hide
Cost of Torches, Lanterns, etc.
Light Armor
Light Weapons
Lightly Obscured Area
Listen Check
Livestock (Price)
Loading Ammunition
Lock
Lodging
Long Range
Long Rest
Madness
Magic Items
Magic Traps
Magic Weapon Bonus
Manacles
Martial Weapons
Maximum Hit Points
Medicine Check
Medium Armor
Melee Attack
Melee Weapons
Merchandise
Merchant Goods
Miscellaneous Goods
Miscellaneous Services
Monsters
Monster Size
Monster Types
Moon (full)
Mounts & Vehicles
Move
Moving Through a Creature's Space