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Searches 1317 indexed pages, spells, equipment references, and NPC references from central Wiki data, route metadata, tags, structured content, and full text.
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Results come from the central internal data tree, the generated spell dataset, and the shared equipment and NPC datasets. The index only returns real internal pages or generated detail routes. It searches titles, subtitles, descriptions, long page-header text, tags, URLs, and structured page content where available.
Matches in titles and tags score higher than matches in long body text. This keeps exact page names, class names, spell names, rules, and abbreviations near the top while still allowing deeper content text to be found.
AC
Shortened rule term
AC means Armor Class. Use AC as the target number an attack roll must meet or beat to hit a creature or object.
DC
Shortened rule term
DC means Difficulty Class. Use a DC as the target number for an ability check or saving throw. The roll succeeds when the total meets or beats the DC.
HP
Shortened rule term
HP means Hit Points. Use HP to track how much damage a creature or object can take before reaching 0 hit points.
PB
Shortened rule term
PB means Proficiency Bonus. Add PB to rolls where you are proficient, and to rules that explicitly scale with proficiency bonus.
Aid
2nd Level - Abjuration
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.
ASI
Shortened rule term
ASI means Ability Score Improvement. Use an ASI when a class feature grants Ability Score Improvement. You normally increase one ability score by 2, or two ability scores by 1 each, within the normal maximum. If feats are allowed, the ASI can often be exchanged for a feat.
FAQ
Frequently asked questions
Find answers to frequently asked questions about the D&D Portal Wiki, its content, features, and development.
Fly
3rd Level - Transmutation
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
Hex
1st Level - Enchantment
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
THP
Shortened rule term
THP means Temporary Hit Points. Use THP as a damage buffer that is lost before normal hit points.
War
Cleric subclass
Martial weapons, heavy armor, bonus attacks, and accuracy boosts.
Web
2nd Level - Conjuration
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
Acid
Damage type
Acid is a damage type used by attacks, spells, class features, resistance, immunity, and vulnerability.
Bane
1st Level - Enchantment
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
Bard
Character class
A Charisma-based full caster and expert skill user who inspires allies, manipulates enemies, and borrows magic from every spell list.
Blur
2nd Level - Illusion
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
Cold
Damage type
Cold is a damage type used by attacks, spells, class features, resistance, immunity, and vulnerability.
Dash
Action rule
Dash is an action economy rule used to describe what a creature can do on its turn.
Dawn
5th Level - Evocation
The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight. When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder. If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.
Fear
3rd Level - Illusion
You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
Fire
Damage type
Fire is a damage type used by attacks, spells, class features, resistance, immunity, and vulnerability.
Gate
9th Level - Conjuration
You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.
Geas
5th Level - Enchantment
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide.
Gust
Cantrip - Transmutation
You seize the air and compel it to create one of the following effects at a point you can see within range:
Harm
6th Level - Necromancy
You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.
Heal
6th Level - Evocation
Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. The spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
Help
Action rule
Help is an action economy rule used to describe what a creature can do on its turn.
Hide
Action rule
Hide is an action economy rule used to describe what a creature can do on its turn.
Jump
1st Level - Transmutation
You touch a creature. The creature’s jump distance is tripled until the spell ends.
Land
Druid subclass
Expanded spell preparation and improved natural spell recovery.