Race
A species with sentience and sapience. Examples: Human, Elf, Half-Elf, Tiefling, and so on. Effectively any playable creature is a playable "race".
Trait
An ability that is not a "Feat". These include but are not limited to: Trance for Elves and Stonecunning for Dwarves.
Feat
An advanced "Trait" that requires specific prerequisites to adopt. These include but are not limited to: Tough, Great Weapon Master, Lucky, and so on.
Ability/Skill Check
An Ability/Skill Check is when you roll a d20 and modify the roll based on one of the Skills listed on your character sheet such as Sleight of Hand, Perception, Athletics, and so on. Attack Rolls and Saving Throws are not Ability/Skill Checks.
Attack Roll
An Attack Roll is a unique type of d20 roll that is modified by one of your Ability Scores (depending on the type of Attack Roll and your Class) and your Proficiency Bonus, if applicable. An Attack Roll is NOT an Ability Check, Skill Check, or Saving Throw.
Saving Throw
A Saving Throw is a unique type of d20 roll that is modified by a specifically designated Ability Score and your Proficiency Bonus, if applicable.
Spells
Spells are works of magic composed by a creature manipulating the Weave and are usually temporary. Counterspell works against Spells as they are being cast and not yet completed. A completed spell becomes a Magical Effect so long as the spell has a duration longer than "Instantaneous".
Magical Effetcs
Magical Effects are lingering magical energies that affect the parts of the world within its reach. Some stay in a fixed location, while others can spread or move. They can be the ultimate result of a spell or something that spilled from the Weave naturally. Magical Effects can typically be removed or suppressed with the Dispel Magic spell, but some cannot. Enchantments are an example of Magical Effects immune to suppression by Dispel Magic.
Enchantments
Enchantments are Magical Effects imbued directly into objects or creatures. Enchantments are the result of infusing the Weave directly into the target, causing a strong bond between the two, and typically fashioned with a specific outcome in mind. Therefore, this inherent bond with the Weave prevents Dispel Magic from working on their Magical Effects. However, completely divorcing the Weave from these objects or creatures will suppress or remove the Magical Effect.
Curses
Curses are a type of magic that are not always dependent on the Weave. Curses created with the Weave can be affected by other magic dependent on the Weave. For example, Bestow Curse and Hex can both be Counterspelled or ended by the Dispel Magic spell. However, there are some curses that use an alternative form of magic and therefore aren't dependent on the Weave, and can sometimes be very powerful. These non-Weave based curses can sometimes be manipulated or removed by the Weave but others require a special course of action - typically ritualistic in nature - to suppress and/or remove.
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