- ability check
A way to determine how well a character achieves a certain task or uses a certain skill. Ability checks are made by rolling a 20-sided die (d20) and adding any s that character may have to the relevant skill.
- alternative universe
A setting for a work of fan fiction that departs from the of the fictional universe that the fan work is based on
- Armor Class
The measure of how hard a creature is to hit in combat. Higher numbers indicate they are more difficult to hit. A higher AC can be the result of better armor; a higher score; or magical effects.
- arcane magic
- Mechanically, this refers to the magic practiced by classes other than s, s, s, and s. For more, see .
- A player class in Dungeons & Dragons with some spellcasting abilities, specializing in infusing magic into objects or potions. is their spellcasting ability score.
- A martial, player class in Dungeons & Dragons that has an ability to enter a state (known as rage) in which they are able to do more damage and are themselves more resistant to physical damage.
- A player class in Dungeons & Dragons that gains magic through creation and artistic expression, characterized by their ability to inspire their allies. is their spellcasting ability score.
- Battle Royale
- A special type of where all battle each other to the death until one is left standing. Usually this is a encounter. For an example, see OSx40.
- blood hunter
- A player class in Dungeons & Dragons that has mastered the art of hemocraft and has altered their own physicality in order to better fight monsters. This class was created by Matthew Mercer.
- In s, when a party of s play an extended storyline that continues over multiple play sessions, such as Campaign 1. In contrast to s.
- The material accepted as officially part of the story in an individual universe of that story by its fan base. In-contrast to .
- Charisma is one of the six ability scores used in Dungeons & Dragons and refers to one's ability to interact with and influence other people. The Deception, Intimidation, Performance, and Persuasion skills are based on Charisma, and s, s, s, and s use Charisma as their casting stat.
- See .
- A class, in Dungeons & Dragons, refers to a character's broad skill set. It defines whether or not they rely on magic, weapons, or a mix of the two, what abilities and features they may have, and what they may have done to gain these abilities.
- Clerics are spellcasters whose magic comes from a divine source. They derive their powers through their devotion to a deity, god-like entity, pantheon, or concept. They are notable for having access to nearly all healing and resurrection spells, and for the ability to turn or destroy undead creatures. Their spellcasting stat is .
- Constitution is one of the six ability scores used in Dungeons & Dragons and refers to one's hardiness, health, and stamina. While no skills are based on Constitution, Constitution measures how well a character can withstand difficult physical tasks such as going without sleep, resisting the effects of poison, or enduring extreme heat or cold. are determined by Constitution, and rely especially on this stat.
- Difficulty Class, the numerical measure in Dungeons & Dragons of the difficulty of a particular task, such as resisting a spell's effects or performing a physical feat. An or is made against this number to determine success or failure. A DC is variable and may be determined in numerous ways, ranging from adding various s based on the game's rules to the deciding what it is based on roleplay and situational factors.
- death saving throw
A death saving throw is a type of made when a character's are reduced to zero. The of a death save is 10. A player will make death saves for their character until that character is no longer at 0 HP (and is conscious); is stabilized at 0 HP; or dies. If a player gets three successful saves prior to getting three failures, the character stabilizes. If a player gets three failed saves prior to getting three successes, the character dies. If the player rolls a natural 1, it counts as two failures. If the player rolls a natural 20, the character gains 1 HP and is conscious.
- Dexterity is one of the six ability scores used in Dungeons & Dragons and refers to grace, agility, and reflexes. The Acrobatics, Sleight of Hand, and Stealth skills are derived from a character's Dexterity score. is also sometimes determined by Dexterity score, as it represents an ability to dodge hits. Ranged attacks typically rely on Dexterity, and most martial classes, but especially s and s use this stat for their attacks.
- divine magic
- In theory, magic that comes from a deity, one's own faith, or a connection with nature. Mechanically, this refers to the magic practiced by s, s, s, and . For more, see Template:D&DBeyond. See also .
- A period of rest during a where the takes a break from adventuring to recuperate and pursue personal goals typically outside the scope of a standard .
- A player class in Dungeons & Dragons that gains magic through a connection with nature and characterized by their ability to turn into beasts, called Wild Shape. is their spellcasting ability score.
- Dungeon Master
The of a Dungeons & Dragons game. Though Dungeons & Dragons has a specific name for its Game Masters, sometimes the Dungeon Master is referred to as a Game Master.
- Animal or creature companions who are magically bonded with a spellcaster such as a or . They are usually .
- Feats, in Dungeons & Dragons, serve to extend and customize a character's abilities outside the limits of , , and background. Feats can be taken instead of Ability Score Increases at character levels that provide the opportunity to do so.
- A player class in Dungeons & Dragons specializing in physical combat and weaponry. Fighters are highly trained individuals and typically rely most on or .
- Game Master
The player responsible for running the game, including devising encounters, managing the world, and structuring the story. A Game Master may have a more specific name, such as the of a Dungeons & Dragons game.
- Hit Points
- Hit points, or HP, refer to how much damage your character can take before falling unconscious. A 's HP is determined by their and score.
- How do you want to do this?
"How do you want to do this" is the way to tell players that they have defeated a significant enemy creature in combat. It permits the player to describe their victory. The phrase was coined and popularized by Matthew Mercer in Critical Role.
- Initiative represents the order in which s, s, and environmental actions occur during combat in Dungeons & Dragons. PCs have an initiative bonus, based in part on their score. A will often signal that combat is about to begin by telling players to "roll initiative"
- Intelligence is one of the six ability scores used in Dungeons & Dragons and refers to reasoning ability and the recall of knowledge. The Arcana, History, Investigation, Nature, and Religion skills are derived from a character's Intelligence score. s and s use Intelligence as their primary casting stat.
- A magic user who focuses not just on spellcasting but on the study of magic itself. Mages are far more likely to be practitioners than users, though it is not a requirement.
- Refers to attacks made in the range of reach (vs. attacks made at range with a bow and arrow or a thrown weapon). s, s, and s typically are considered melee martial classes.
- A number that is added to a d20 die roll as part of an , attack roll, or . Modifiers are determined by a number of things including the ability score, , and bonuses from items or spells. When referring to ability score modifers specifically, the modifier is equal to the score minus ten, divided by two, rounded down.
- A player class in Dungeons & Dragons specializing in unarmed combat and martial arts. Monks can channel a force called ki which powers their attacks. They rely on and .
- A player character who has taken levels in more than one . Typically this requires certain ability prerequisites, and reflects a combination of different skills that character has developed. The classes of a multiclass character are often delimited with slashes.
- In-contrast to , material not accepted as officially part of the story in an individual universe, such as the use of canon characters in narratives.
- non-player character
, have mechanical abilities derived from a in the way that a player character does, or have no mechanical abilities at all. Additionally, non-player characters who are classed do not necessarily follow class rules in the way that a player character must.
When players convene for a single, self-contained session where the story is resolved, such as "Corporeal Beast" (OSx01). The s may be unique to that sessions, as in 1xXXX, or from s, as in "Vault 4: Part 1 - Disillusioned" (OSx02). One-shots can sometimes extend over 2-3 play sessions, but any longer than that is often considered a or a miniseries.
- A player class in Dungeons & Dragons that gains magic from an oath to a deity or principle. Paladins are a hybrid class, with both combat capabilities and some spellcasting, and are characterized by the ability to do holy damage on attacks. They use as their spellcasting stat.
- player character
A character played by a player who is not the or . Contrasted with a . In Dungeons & Dragons, all player characters have abilities derived from their and gain levels as they progress through the game.
- Refers to whether a character has some skill in a particular area or mastery with an item, whcih gives them bonus to checks, weapon attacks, saving throws, etc. s have a proficiency bonus that increases by one as they gain levels, starting at 1st level with proficiency of 2 and updating at 5th (3), 9th (4), 13th (5), 17th (6). Various classes (e.g Bard, Rogue) can go further with their prowess, gaining 'Expertise in the skills they are proficient with, doubling their proficiency.
Combat where the s fight each other instead of s.
- A player class in Dungeons & Dragons with nature and tracking skills and some magic that derives from their connection with the wilderness. They are a hybrid class with both combat skills (often, but not always, ranged) and magic. They use as their spellcasting stat.
- A player class in Dungeons & Dragons that specializes in stealth and the acquisition of various skills, particularly those suited for covert missions. Rogues are characterized by their ability to sneak attack, in which they do large amounts of damage to foes under certain conditions.
- saving throw
A d20 die roll made to resist an effect, usually a negative one such as a damaging spell, a poison, or an attack. Saving throw s are determined by character , the relevant ability score (eg: against fear effects; against most poisons), and any items or spells affecting the character. To pass a saving throw one must meet or exceed the .
- session zero
- A game session run before the campaign properly starts, often used to discuss the nature of the campaign, build characters, and set expectations within the group.
- A player class in Dungeons & Dragons that gains magical powers from an inherent source within them, often a bloodline or exposure to magical forces that permanently imbued them with powers. Sorcerers are characterized by their access to metamagic, an ability that lets them vary the nature of their spells beyond the standard in some way. is their spellcasting score.
- In Dungeons & Dragons, a statblock refers to a list of a creature's ability scores, combat moves, speed, and other relevant information. It typically is used by a .
- One of the six ability scores in Dungeons & Dragons; refers to athletic ability and physical power. The Athletics skill is derived from a character's Strength score. Many attacks use Strength, and it also is used to determine how high or far a character can jump. s, s, and many s and s are Strength-based.
- A particular specialization within a character's . Classes specialize between levels 1 and 3. The name for the subclasses within each class differs; eg, s have different "domains".
- Tabletop role-playing game, a form of role-playing game in which players verbally describe the actions their character takes to interact with the world through improv acting and a formal set of rules is used to determined the character's success or failure. Many systems have the session led by a , but these are not universal features of TTRPG games. Dungeons & Dragons is an example of a TTRPG.
- A player class in Dungeons & Dragons that gains magic through a pact with an otherworldly powerful entity. They are characterized by Pact Magic, which works somewhat differently than standard spellcasting, and their pact boon. is their spellcasting score.
- A player class in Dungeons & Dragons that gains magic through study of the arcane. is their spellcasting score.
- One of six ability scores in Dungeons & Dragons.
- Year notation indicating that a year is in the Wake of the Shock, that is: after the Shock. Most sessions set in Itora takes place in a year WSK. For example, Campaign 1 begins in 353 WSK.