Glossary of Terms



Glossary of Terms in Sword Coast Legends. This is a list of common acronyms and terms used in Sword Coast Legends and a description of each. Also included are terms and concepts used often in Dungeons and Dragons to help new players better understand the game. Where implementation in the Sword Coast Legends video game is not confirmed or completely known, a description of how the term functions in the tabletop game is included with the discrepancy noted. Once more is known, the term will be edited to reflect how it is implemented in the video game.


AC

Your AC or armor class represents how well your character avoids being wounded in battle. Things that contribute to your AC included the armor you wear and any stat modifications. When an enemy makes an attack against you they perform an attack roll and this roll is compared to your AC. If they match or exceed your AC, the attack is successful and damage is then calculated.

Advantage


Acid

The corrosive spray of a black dragon and the dissolving enzymes secreted by a black pudding deal acid damage.

Alignment

Alignment and Deities is a roleplay mechanic and is an option selected to give flavor to your character's backstory. It is a reflection of your character's moral and personal attitudes. Alignment is a combination of 2 factors: one identifies morality and the other describes attitudes towards society and order. Thus, nine distinct alignments define the possible combinations. Each alignment is associated with one or more deities from the Forgotten Realms pantheon and deities may be associated with more than 1 alignment.

Area of Effect

Area of Effect or AoE are spells which affect more than one target within a pre-determined radius as set by an Ability description.

Background

Backgrounds are a customization option for characters. They give the character a roleplay history, bonuses to certain Stats, starting Items and starting gold.

Blinded

A blinded creature can't see and automatically fails any ability check that requires sight. Attack rolls against this creature have advantage, and the creature's attack rolls have disadvantage. It is not yet confirmed if/how this will exactly be implemented in Sword Coast Legends

Bludgeoning

Blunt force attacks-hammers, falling, constriction and the like deal bludgeoning damage.

Cantrip

Cantrips are quick and simple spells that can be used at will. They are noted for their short cooldown.

Cold

The infernal chill radiating from an ice devil's spear and the frigid blast of a white dragon's breath deal cold damage.

Cone Area of Effect


Cooldown

Cooldown is the length of time, in seconds, that an ability must recharge for after being used before it can be used again. Certain Armor can reduce cooldown time of Abilities

Cooldown Reduction

Cooldown Reduction or CDR refers to a percentage decrease in the cooldown time for abilities. Armor pieces found in the game can confer cooldown reduction.

Critical Hit

When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal.

Critical Range

Critical Range or Crit Range

Crowd Control

Crowd Control or CC is the gameplay action where a player with the controller role primarily handles crowds by creating hazardous terrain and repositioning enemies, or spreading conditions and damage over multiple enemies. The Wizard is the classic controller class.

d20

The d20 is the iconic 20 sided die that is the basis for for many of the most important actions in D&D. Typically when confronted with an action, a player rolls a single d20 and to that roll adds any relevant Stat modifiers called for in the action or effect. For example a weapon attack will comprise a roll of the d20 + Strength or Dexterity Modifier. That number is then compared to the enemy's AC to determine if the attack is successful. Damage is calculated after, using various other dice such as a d4, d6, d8, d10, d12 depending on the type of weapon being used. In Sword Coast Legends, attack rolls are done automatically in real time without player intervention.

DC

A DC or Difficulty Class is the target number for an ability check or a saving throw. Similar to AC, when confronted with a challenge such as using Charisma to persuade an individual, that action is given a DC number. You must match or beat the DC number on an ability roll to succeed in this action. The more difficult the challenge, the higher the DC number.

DM Threat

DM Threat is a currency that a Dungeon Master uses to create effects in a dungeon while players are attempting to clear. Overcoming challenges and Enemies restores threat back to the Dungeon Master and spawning enemies and obstacles for the players subtracts threat.

Deafened

A deafened creature can't hear and automatically fails any ability check that requires hearing. It is not yet confirmed if/how this will exactly be implemented in Sword Coast Legends

Direct Effect


Disadvantage


Dungeon Master

A Dungeon Master or DM is an individual who creates a dungeon or campaign module for players to play. They can add or modify enemies, Traps and Objects, Locations and Quests. During a live session a DM can take direct control of Bosses.

Fire

Red dragons breathe fire, and many spells conjure flames to deal fire damage.

Force

Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including Magic Missile and Spiritual Weapon

Frightened

A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can't willingly move closer to the source of its fear. It is not yet confirmed if/how this will exactly be implemented in Sword Coast Legends

Grappled

A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. The condition ends if the grappler is incapacitated. The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by a spell. It is not yet confirmed how this will exactly be implemented in Sword Coast Legends

Immunity


Incapacitated

An incapacitated creature can't take actions or reactions. It is not yet confirmed if/how this will exactly be implemented in Sword Coast Legends

Invisible

An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. It is not yet confirmed if/how this will exactly be implemented in Sword Coast Legends

Lightning

A Lightning Bolt spell and a blue dragon's breath deal lightning damage.

Modifier

A Modifier is a number which corresponds to a character's value in a particular Stat. The higher a stat like Strength, the higher the corresponding modifier. This modifier is then added to attack, damage and saving throws to determine their success or effectiveness.

Necrotic

Necrotic damage, dealt by certain undead and a spell such as Chill Touch, withers matter and even the soul.

Paralyzed

A paralyzed creature is incapacitated and can't move or speak. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage. Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. It is not yet confirmed if/how this will exactly be implemented in Sword Coast Legends It is not yet confirmed if/how this will exactly be implemented in Sword Coast Legends

Passive

A passive Ability or Skill is a persistent ability that does not need to be activated to take effect.

Petrified

A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. The creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings. Attack rolls against the creature have advantage. The creature automatically fails Strength and Dexterity saving throws. The creature has resistance to all damage. The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. It is not yet confirmed if/how this will exactly be implemented in Sword Coast Legends

Piercing

Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage.

Poison

Venomous stings and the toxic gas of a green dragon's breath deal poison damage.

Poisoned

A poisoned creature has disadvantage on attack rolls and ability checks. It is not yet confirmed if/how this will exactly be implemented in Sword Coast Legends

Prone

A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. The creature has disadvantage on attack rolls. An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. It is not yet confirmed if/how this will exactly be implemented in Sword Coast Legends

Psychic

Mental abilities such as a mind flayer's psionic blast deal psychic damage.

Radiant

Radiant damage, dealt by a cleric's Flame Strike spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power.

Ranged


Ranged Area of Effect


Resistance

If a creature or an object has resistance to a damage type, damage of that type is halved against it. It is not yet confirmed if/how this will exactly be implemented in Sword Coast Legends

Restrained

A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. The creature has disadvantage on Dexterity saving throws. It is not yet confirmed if/how this will exactly be implemented in Sword Coast Legends

RNG

Random Number Generator. Number randomizer used to determine loot, rolls and damage.

Saving Throw

A saving throw, also called a save, represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don't normally decide to make a saving throw; you are forced to make one because your character or the monster is at risk of harm. You roll a d20 plus your appropriate Stat Modifier, such as Dexterity. The DC for a saving throw is determined by the effect that causes it. The result of a successful or failed saving throw is detailed in the effect that causes the save. A success usually means that a creatures suffers no or reduced harm from an effect.

Slashing

Swords, axes, and monsters' claws deal slashing damage.

Stunned

A stunned creature is incapacitated (see the condition), can't move, and can speak only falteringly. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage. It is not yet confirmed if/how this will exactly be implemented in Sword Coast Legends

Toggle


Thunder

A concussive burst of sound, such as the effect of the Thunderwave spell, deals thunder damage.

Unconscious

An unconscious creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings. The creature drops whatever it's holding and falls prone. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage. Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. It is not yet confirmed if/how this will exactly be implemented in Sword Coast Legends

Vulnerability

If a creature or an object has vulnerability to a damage type, damage of that type is doubled against it.



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